64/128 VIEW
So why does a
professor of electronic engineering
still use a 64 in his office?
Tom Netsel
hil Hoff is a professor of
electronic engineering
at California State Uni-
versity in Chico. He
wrote me recently to say
that although the school pro-
vides him with a 33-MHz
486 PC, he still uses a 64 in
his office. This fact has
been a source of some puz-
zlement to his students.
Hoff also serves as the fac-
ulty adviser to Eta Kappa
Nu, the national honorary so-
ciety for electrical engi-
neers. On fliers urging soci-
ety members to attend a
campus meeting, someone
added the following teaser:
“Maybe we can find out why
Hoff still uses a Commodore
64.”
Hoff saw the flier and
went to the meeting pre-
pared. Here's his reply that
he wrote and gave to the stu-
dents. It's been edited slight-
ly for space reuirements,
“First things first. | don't
use just the 64, | use a PC
for all the things that the 64
can't do and for some
things that a PC just does
better. But the 64 still sees
plenty of use.
“Speed. My PC takes 37
seconds to boot (without vi-
rus checking, which will
soon be added and will
lengthen boot time). My 64
takes two seconds. | often
have little programs to write
that might take five lines of
BASIC. On the 64, they're
up and running before the
PC finishes booting.
“Viruses. The problem is
nonexistent on the 64. Can
you say the same for your
computer?
“Editing. Loading an editor
to edit a file or program is ab-
surd. Give me a cursor on a
64, and | can edit. Its editor
is powerful and intuitive.
“DOSlessness. | put
DOS, UNIX, and C in one
bag. Granted, they are in de-
mand in industry, but any-
body who says he loves
them should be a computer
engineer. The only way |
can navigate in DOS is to
keep a book of what joking-
ly is called its syntax at my
computer desk. No such
problems with the 64.
“Continuity. | have lots of
programs that I've written for
the 64 to perform things |
commonly need. There's no
way I'm going to take the
time to convert them to
some PC BASIC (although |
do admire QuickBASIC).
“Hardware cost. The sys-
tem | have now is a 128 and
a dual mode color monitor.
This system was bought
used for $200. Commodore
still sells about a million a
year. That's more than 10 mil-
lion in all. Total sales of PCs
and clones are just over 20
million. Macs? Eat your
heart out—maybe 2 million.
“Software cost. | consider
pirating of software immoral.
| will not do it. | also consid-
er paying $200.00 for a
word processor to be immor-
al and stupid. | will not do it.
My word processor cost me
$10.95 and is quite satisfac-
tory. I've never paid more
than $25.00 for a piece of
64 software. PC software is
outrageously priced and out-
dated before you learn to
use it. Any good software
for the PC is usually share-
ware. | believe in the share-
ware concept. If | use a pro-
gram consistently, | pay for
it. But for the 64, lots of
good software is PD and
therefore is free.”
Thanks for writing, Profes-
sor. | hope your students prac-
tice what you preach. a]
GAZETTE
64/128 VIEW G-1
Why the professor still uses a 64. By Tom Netsel.
AS THE DISK SPINS G-2
Find out what's really on your disks.
By Henning Vahlenkamp.
REVIEWS 6-8
GeoShell and Help Master 64.
FEEDBACK G-12
Questions, answers, and comments.
WORLD VIEW G-14
The Commodore scene in Venezuela.
By Edwin P. Krisch Stark.
PD PICKS G-15
Stereo SID Player and DigiPlayer.
By Steve Vander Ark.
BEGINNER BASIC G-16
Saving information to disk. By Larry Cotton.
MACHINE LANGUAGE G-18
What the asterisk means. By Jim Butterfield.
PROGRAMMER’S PAGE G-20
What it takes to program other computers.
By Randy Thompson.
GEOS G-22
The plot to save GEOS and the 64.
By Steve Vander Ark.
D’IVERSIONS G-24
Into a digital black hole. By Fred D'Ignazio.
PROGRAMS
Coins (64) G-25
Name Machine (64) G-28
Megamorph (64) G-31
Menu Maker (64) G-34
Redi-Riter 128 G-35
Double Dub 1541 (64) G-36
Explorer 64 G-37
OCTOBER 1993 COMPUTE G-1
users and for some intermediate users is
Commodore's disk structure and format. This article
will attempt to shed some light on disk organization down to
the most basic level. I’m not going to discuss disk com-
mands, but rather DOS, track and sector layout, block com-
position, and group code recording (GCR) fundamentals.
We'll concern ourselves
with the three current
Commodore disk drives:
1541, 1571, and 1581. For
all practical purposes, each
drive organizes its disks in
a similar way with the
exception of the number of
sectors and location of the
directory track (more on
these differences later).
Before we get into look-
ing at the disks themselves,
let’s take a look at some of
the developments in
computers that led us to
where we are today. We'll
begin with the disk oper-
ating system, known more
commonly and simply as
DOS. Everything regarding
a disk's structure is deter-
mined by this operating
system that's located in a
ROM chip inside the disk
drive. Since DOS is so vital,
you might wonder how it
came about.
It all started more than
ten years ago with Commodore's introduction of the 4040
dual drive for the PET 4016 computer. This drive was an
upgraded version of the 2040 and 3040 drives that had
been used in earlier PET models.
O: of the most confusing subjects for beginning
Single Drives
Then, in 1981, along came the 1540 drive for the newly
released VIC-20. Commodore assumed most users would
prefer an inexpensive tape drive to store data and pro-
grams, so it didn't want to invest a lot of research and
development funds in a new operating system for home
users, In an effort to keep costs down, Commodore adapt-
ed the 4040's DOS to this single drive. While the 4040 was
equipped with a parallel IEEE-488 bus that sped informa-
tion along eight bits (one byte) at a time, the 1540 got a ser-
ial bus that restricted data to a snail's pace of one bit at a
time. Now we can see why Commodore disk drives aren't
exactly speed demons unless we employ an external fast-
loader. The exception is a 1571 or 1581 attached to a 128.
The 0 used with many disk
commands (NO: DISK NAME,
ID, for example) is a holdover
from the dual drive 4040 days
when one drive was designat-
Two years later, Commodore released the 1541 for its
new Commodore 64 computer. This drive was a slightly
modified 1540. When Commodore developed the 1571 for
the 128 and then the 1581, it continued with the tradition of
modifying and adapting its existing DOS.
In addition to a faster parallel bus, the old 4040 had two
processors, one for disk management and the other for
drive control. Its DOS was
intended for this dual-proces-
sor scheme, but Commodore
modified it for a single proces-
sor in future drives.
As a result, the current DOS
spends a lot of time reminding
itself that it's working with only
one processor. Since up-
grades were merely new code
tacked on to old, DOS has be-
come bloated and inefficient.
ed drive 0 and the other was
drive 1. The O is optional with
a 1541, but its use does en-
sure the most reliable opera-
tion. See table 1 for more
information about DOS ver-
sions used in different Com-
modore drives.
All isn't as bad as it seems.
Commodore did learn a few
lessons with the 1581. Its DOS
was greatly optimized as
shown by the tremendous amount of unused space in its
ROM chip. Thus the 1581 is more efficient than either the
1541 or 1571. In addition, various fastloading devices can
speed things up considerably by using their own disk man-
agement and loading routines instead of relying on those
used in the drive that were supplied by Commodore.
Disk Basics
Before going into specifics, let's take a look at disks and
drives in general. A floppy disk is a thin, circular piece of
plastic material encased in a protective jacket. Generally,
this plastic is covered with a magnetic film of nickel alloy.
Initially, the magnetic particles in this film are arranged in a
random fashion, but formatting the disk organizes or polar-
izes them in a way that the drive can understand.
Data is read from and written to a disk by the drive's
read/write head, which is moved back and forth across the
disk by a motor. If you look at a floppy, you'll notice an oval
slot approximately one inch long. This opening is where the
BY HENNING VAHLENKAMP
head accesses the spinning disk.
The head contains a piece of iron
with a coil of wire wrapped around it.
In order to write information to a disk,
a small current is passed through the
coil, turning it into an electromagnet.
The resulting magnetism changes the
polarity of the particles on the area of
the disk below the head. The direction
of the current and its duration deter-
mine how the particles are aligned. All
data on a disk is represented by the
positions of these particles.
As the magnetic particles on the
disk spin beneath the drive's read head
at 300 rpm, they generate a small elec-
tric current. This current is analyzed by
the drive and is converted into data
which then is sent to the computer.
Disk Format
As mentioned previously, all Commo-
dore drives have a similar disk format.
Figure 1 represents a disk formatted
on a 1541, On this 5'-inch disk, there
are 35 concentric circles called
tracks, Track 1 is the outermost, and
track 35 the innermost. The disk's
directory is located on track 18.
Each track is composed of a vary-
ing number of 256-byte sectors. The
actual number depends on the track's
circumference. The larger outer tracks
contain 21 sectors, while the number
drops to 17 for the inner tracks. See
figure 1 again.
The 1541 has one read/write head,
so it uses just one side of a disk. The
1571 has two heads, so it utilizes both
sides of a disk. Side 0 contains tracks
1-35, and side 1 has tracks 36-70.
The index or timing hole tells a drive
where each sector is by timing how
long it takes for a disk to revolve. This
hole is not used on Commodore disks.
Something Different
A 1581 3%-inch disk is somewhat un-
usual compared to its 5'-inch siblings.
The 1581, which was developed from
the Amiga disk drive, uses an Amiga-
style MFM (Modified Frequency Mod-
ulation) format rather than Commo-
dore's GCR. MFM sees the disk as
double sided with 80 tracks per side
with ten 512-byte sectors per track.
In order to make the 1581 compati-
ble with the other drives, Commodore
hub ring
track 1
track 18
(directory) _
index hole ~~
altered the MFM physical format by
creating a logical disk format that is
single sided with 80 tracks and 40
256-byte sectors per track. Track 40
contains the directory. You don't have
to worry about the physical format
since all DOS operations use the logi-
cal one. Conversion between them is
performed automatically during every
disk access.
Table 1
Disk Drive Geneaology
Year DOS
Drive Introduced Version
4040 1979 24
1540 1982 2.5
1541 1983 2.6
1571 1985 3.0
1541C 1986 2.6
1581 1987 10.0
1571 1987 3.4
15411 1988 2.6
There are other MFM formats, how-
ever, including MS-DOS and numerous
versions of CP/M. The 1571 can recog-
nize and read some of these formats.
With the proper program, you can write
to MFM disks with a 1571 drive.
The Directory
Every disk requires a way to keep
track of filenames, their locations, their
sizes, and so on. The directory han-
dles these chores and more, making it
easy for users to deal with files. The
Figure 2-A BAM Eniry
1= free
Be Sectors in Track
blocks | 01234567 |89101112131415| 16171819 20 21 22 23| 24252627 28 29.3031] 323334 35 36 37 3839
$15 111111111111111111111111000l000000001l00000000
byte 1 byte 2 byte 3 byte 4 byte 5 byte 6
0 =allocated ~— 1581 only!
G-4 COMPUTE OCTOBER 1993
Figure 1—A 1541 Disk
TRACKS SECTORS
1317 0-20 (21)
18324 0-18 (19)
25-30 0-17 (18)
31335 0-16 (17)
=~ one block
directory is so important that it has its
own track: 18 on a 1541 and 1571
and 40 ona 1581.
On a 1541 or 1571 disk, sector 0 of
track 18 contains the BAM (Block Allo-
cation Map) and all general disk infor-
mation, while sectors 1-18 contain the
filenames and related file information.
The 1581 uses sectors 0-2 for disk in-
formation and sectors 3-39 for the file-
names and their attributes. Each file
sector can have up to eight file
entries, which explains why there is a
144-file limit on 1541 and 1571 disks
and a 296-file limit on 1581 disks.
The reference manual that comes
with a disk drive explains the layout of
a file entry, so | won't cover it here. It
also details the disk information in the
first few sectors of the directory track.
The one thing not clearly explained is
how the BAM is organized.
The BAM is a table that shows the
drive which sectors on the disk are free
and which have been allocated. This is
necessary to prevent data already on
the disk from being overwritten.
Figure 2 shows a typical BAM
entry. With a 1541 or 1571 disk, four
bytes represent the sector allocation
of a track; a 1581 BAM entry uses six
bytes. Each track is represented in
the table by one entry, with the first
byte indicating the number of free
sectors in that track.
The remaining bytes are broken
down into bits, with each bit
representing a sector. If the bit is 0,
then that sector is allocated; if it's 1,
the sector is free. On a 1541 or 1571
disk, the last three bits of byte 4 are
always 0, and they can be disregard-
ed since the largest number of possi-
ble sectors is 20.
Blocks
Block and sector are two terms used
interchangeably by most Commodore
users to refer to the 256 bytes of data
that comprise the fundamental unit of
storage on a disk. For all practical
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purposes, they are the same. To be
precise, however, there are some
academic differences.
The term sector explicitly means
those 256 bytes, the ones a user can
examine with a sector editor. The term
block also refers to those 256 bytes
plus some additional information that
is used by the drive only. A track
actually consists of a sequence of
blocks, not sectors. Average users
needn't make this distinction, however.
Figure 3 shows a typical disk block.
Basically, a block is composed of two
distinct parts: the header and data sec-
tions. The header section contains gen-
eral information about the block, while
the data section contains the actual
bytes of information. Note the disk ID in
the header, All blocks receive a copy of
the two-character ID that you specify
when formatting the disk.
Both the header and data sections
begin with synchronization marks to
help the drive locate information. Next
are the field identifier bytes, which in-
dicate whether a header or data sec-
tion follows. A header is identified by
$08 in hex in this byte, and data is in-
dicated by $07. Each section also has
a checksum made up of the track num-
ber, sector number, and the two IDs. If
the checksum is wrong, the drive rec-
ognizes an error in that block.
Next come two Off bytes. These
bytes are used as padding by DOS
when the disk is formatted. The head-
er block uses two $0F bytes, and the
data block uses two $00 bytes. Both
are called Off bytes and are not used
after formatting.
The first two bytes in the data
block's 256-byte storage area are
called the forward pointers. These
bytes point to the track and sector of
the next block in this file.
Finally, both blocks end with a gap,
which is more unused space. The size
of gap 1 is constant. This header gap is
filled with eight $55 bytes and provides
breathing room between the header
and the data. The size of the intersector
gap or tail gap varies, depending on
the size of the track. This prevents your
drive from accidentally overwriting the
start of the next sector.
GCR Simplified
The GCR (Group Code Reading) for-
mat of the 1541 and 1571 that |
touched upon earlier is undoubtedly
one of the least understood terms in
the Commodore vocabulary. GCR, a
broad term encompassing the track/
sector layout as well as the actual
method by which data is read and writ-
ten, dates back to the pioneer days of
home computing. It was developed
around 1978 for use with the 2030,
G6 COMPUTE OCTOBER 1993
Table 2
Commodore GCR Tabie
Decimal Binary | GCR Codes
0 0000 01010
1 0001 01011
2 0010 10010
3 0011 10011
4 0100 01110
5 0101 01111
6 0110 10110
7 0114 10111
8 1000 01001
&) 1001 11001
10 1010 11010
11 1011 11011
12 1100 01101
13 1101 11101
14 1110 11110
15 4414 10101
Example: 30 decimal equals 0001
1110 binary and 011011 11110 GCR
Commodore's first disk drive.
By the GCR process, an 8-bit data
byte is split into two 4-bit nybbles.
Each of these nybbles is then assigned
a 5-bit GCR code. Commodore calls
this binary to GCR converting. A binary
nybble can be converted into any one
of 16 different values, ranging from all
Os to all 1s. The GCR table contains 16
combinations. See table 2.
When writing, the resulting 10-bit se-
quence is stored to disk and represents
a data byte. When reading, the process
is reversed, and the 10-bit GCR byte is
transformed into an 8-bit data byte
which is then sent to the computer. Al
16 GCR codes are stored as a table in
the drive's ROM. Every time the disk is
accessed, DOS performs one of these
GCR conversions.
The GCR process may seem tedi-
ous and does slow down the drive,
but the conversion does have a pur-
pose. If five unconverted data bytes of
value 255 (40 1 bits) were written
directly to disk, DOS could confuse
them with sync marks, creating chaos.
GCR prevents this, since no combina-
tion of the codes can produce a
sequence of 1 bits longer than eight.
Wrapping Up
This article has touched on many as-
pects of Commodore disks and drives
that are seldom covered. As you can
see, without your being aware of it,
there's a complex series of events tak-
ing place when you format and main-
tain a disk. While much of this
information is of little practical use to
the average user, understanding how
much the humble disk drive actually
does can give you a better apprecia-
tion of its value.
If you're interested in exploring this
topic further, you'll need a good sec-
tor editor and GCR editor. I'd also
recommend a disk utility system
called The Maverick V5 produced by
Kracker Jax and available from Tenex,
Software Support International, and
elsewhere. It has both of these hacker
tools and a host of other powerful
ones. For further information, you
might also check out books such as
The Anatomy of the 1541 by Abacus
Software and Inside Commodore DOS
by Reston Publishing. Q
Figure 3—A
Syne Mark 4
$08 (hex)
Checksum 1
Sector #
Track #
ID 4
ID2
$OF
SOF
Gap 1
Sync Mark 2
Track
Sector
Data
|_Checksum 2_|
$00
$00
Gap 2
Disk Block
40 1 bits
Header field identifier
Sum of sector #, Track # and two IDs
Sector # of this block
Track # of this block
First ID character
Second ID character
Off Byte (padding)
Off Byte (padding)
8 $55 bytes
40 1 bits
Data field identifier
Track of next block
Sector of next block
254 bytes of data
Sum of track, sector, data
Off byte
Off byte
Variable intersector gap
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Circle Reader Service Number 197
REVIEWS
GEOSHELL
If you're a typical GEOS us-
er, you probably don't need
geoShell. If you use GEOS
because it lets you manage
your files and disks with
such intuitive ease, then
geoShell is not the interface
for you.
Oh, it will manage your
disks and files, but this inter-
face isn't going to hold your
hand through the process.
The whole desktop meta-
phor is missing from
geoShell. Gone is the easy-
to-understand logic that
gives a visual sense to your
computing tasks. For exam-
ple, you no longer pick up a
file icon and drop it on the
drive icon to copy it to that
drive. There are no icons in
geoShell; there's only a blink-
ing cursor awaiting your
typed commands. A lot of
you should probably turn
the page right now and for-
get about this review.
Still with me? Then brace
yourself. Once you get the
hang of using geoShell, you
may never think of GEOS in
the same way again. There
are plenty of differences be-
tween this interface and the
deskTop. You have to mem-
orize some commands or
do as | do and keep the man-
ual handy. There are no pret-
ty little icons; geoShell uses
a CLI or Command Line Inter-
face. This means you con-
trol what the computer does
by typing in text commands.
These commands give
you unprecedented access
to the workings of your
GEOS system. It's kind of
like the difference between
driving a nice solid family sta-
tion wagon or a sports car
with a manual transmission.
With geoShell, you can real-
ly feel the road and control
what's going on. The power
lies with the fact that
geoShell doesn’t limit you to
G-8 COMPUTE OCTOBER 1993
a set of choices on a menu.
Instead, geoShell gives you
the tools and the access
point to affect your equip-
ment directly.
Here's an example of
what I'm talking about.
When you want to print a
document with deskTop,
you simply select Print from
the file menu or drop the doc-
ument’s icon on the printer
icon. The system takes over
and does whatever it needs
to do to print that document
as GEOS is programmed to
do it.
With geoShell, you can
do the same thing by typing
PRINT followed by the
name of the file you want to
print out. But you don't
have to stop there. You can
add various parameters to di-
rectly address the printer
and print out text using what-
ever settings you care to in-
clude. There's no way to do
this gracefully under the
deskTop.
When you start up
geoShell, your usual GEOS
screen is replaced by a
small 12-line window in the
middle of the screen. You
are also presented with a
blinking cursor awaiting
your input. That's it (unless
you spice up your screen
with the BACKPATT com-
mand, which lets you set
the background pattern to
any of 32 GEOS patterns).
If you want to take a look
at the files on a disk, you
have to type the directory
command, DIR. If you want
to run a file, you either type
the filename and hit Return
or list the directory, cursor
back to the file, and press
Return after the name. File
copying, deleting, renam-
ing, and so on are also ac-
complished by typing the ap-
propriate command, fol-
lowed by the name of the
file. You can use the stan-
dard wildcards to save a
good deal of typing.
In addition to letting you
add parameters when ac-
cessing your printer,
geoShell lets you use vari-
ous parameters with the DIR
command. You can list only
those files which fit certain
limitations, such as a range
of file dates or a specific file
type. There are several vari-
ations on the TYPE com-
mand, which displays text
files on the screen without
opening an application.
You can define the func-
tion keys (which GEOS itself
pretty much ignores altogeth-
er) to fire off any commands
you specify. On top of that,
you can define hot keys, two-
key combinations that load
and run any application or
desk accessory you pro-
gram into a combination.
For example, the hot-key se-
quence W-R can be pro-
grammed to load and run
geoWrite. Some combina-
tions are already pro-
grammed, but you can de-
fine up to 128 of them to
make running your own sys-
tem as quick and painless
as possible. | found this to
be a lifesaver when | had
trouble remembering the cor-
rect program name. Since
geoShell is case sensitive, |
couldn't remember if the
spelling for geoWrite 128
was geoWrite 128, GeoWrite
128, or what.
Compatibility is no prob-
lem since geoShell supports
every kind of Commodore
drive and RAM device—
from the 1541 to CMD's FD-
4000 and from a 1764 REU
to a multimegabyte RAM-
Link. If you run geoShell
from Gateway with its driv-
ers set for native mode par-
titions on CMD devices,
geoShell will also support
the native mode partitions.
You can install and use a
fourth drive and use Jif-
fyDOS to control all of those
devices.
For using partitioned
RAM devices, FD drives,
and hard drives, geoShell in-
cludes a path command.
This nifty feature lets you
place geoShell itself in only
one of the partitions and
then specify the path to it
for the system to use. From
then on, no matter where
you are, geoShell will be ac-
cessible as long as you
place a very small loader
file called GETSHELL in eve-
ry partition. The arrow keys
access the last ten com-
mands you've typed. Press-
ing the Shift key and the
Run key simultaneously
loads and runs the first ex-
ecutable file on the active
drive. You can also type
more than one command on
a line.
Now | won't say that us-
ing geoShell is simple, even
with its extra features. The
problem | experience most
often is not knowing how a
filename is spelled exactly
or whether there are upper-
case letters in the name. |
had a lot of trouble in remem-
bering which letters had to
be capitalized while trying to
install ImageWriterDS.
Another minor inconven-
ience is that geoShell won't
let you run a 40-column pro-
gram when you're using the
128 in 80-column mode. Oth-
er interfaces ask if you'd
like to switch and then go
ahead and do it if you say
so. With geoShell, you must
manually change screen
modes (which in my case re-
quired a scramble for the
manual again to find the com-
mand to type) and then run
the file again.
To be fair, I'm sure that
each of these frustrations
would vanish if | would start
to use geoShell regularly. Af-
ter all, the only reason | had
to check where the upper-
case letters were was be-
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grams for your Commodore 64 or 128—already on
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Mail to COMPUTE's Gazette Disk, P.O. Box 3250, Harlan, IA 51593-2430
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Circle Reader Service Number 253
SUPPORT
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To order your copy send $18.95 plus $2.50 for shipping and handling
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G-10 COMPUTE OCTOBER 1993
REVIEWS
cause | had forgotten that there was a
hot-key command. After | switched
screen modes a few times, | got used
to the commands S40 and S80 and
didn't have to look them up. As a mat-
ter of fact, while | was browsing around
the manual for those commanas, | dis-
covered that the Alt key on my 128 will
switch screen modes even faster. The
documentation is excellent, by the
way, although there is no index, which
makes it a little harder to find what you
need.
Oh, | know memorizing things like
file types isn't for everyone. But if
you're the kind of user who likes to
have complete control over your sys-
tem, geoShell is the GEOS interface
you've been waiting for.
STEVE VANDER ARK
Maurice Randall
P.O. Box 606
Charlotte, MI 48813
$24.95; outside North America add $5.00,
Circle Reader Service Number 414
HELP MASTER 64
If you're a seasoned programmer who
can use PEEK, POKE, VAL, FN, and oth-
er BASIC commands as well as you
can English, then this program isn't for
you. If you're learning BASIC, however,
and stumble occasionally over the prop-
er syntax of a command, then check
out Help Master 64.
Help Master 64 offers instant on-
screen help for 69 BASIC commands—
everything from ABS to WAIT. What
makes this program especially helpful
is that it's at your fingertips even while
you're programming. If you're in the mid-
dle of a programming session and get
stuck on a command, you can call up
Help Master, get the information you
need, and then return to your program-
ming. Help Master doesn’t interfere
with BASIC or any program that you
may have in memory.
To get help on any command, sim-
ply type a quotation mark (') and the
command. Press Return, the top half of
the screen clears and fills with helpful
information about that command.
Press f1, and the help screen disap-
pears, returning you to your original
screen. Some commands have more
than one screen of information availa-
ble. In this case, press f7 to advance
to the next screen.
When Help Master is activated, you
can enter a quotation mark only and
press Return to get a list of all com-
mands for which help is available.
This index screen also explains how to
get specific information about any of
these commands.
When you call up a command's
help screen, you get a variety of infor-
mation. The screen presents the com-
mand and its abbreviation, which usu-
ally is the command's first letter and its
shifted second letter. Next on the
screen is the command's syntax, with
an example of how you might enter it in
a program. Some portions of the syn-
tax are set off in square brackets to in-
dicate that they are optional.
Beneath the command's syntax is a
short explanation of what the com-
mand does. Some screens are linked
to additional screens if the explanation
is too long to fit in the space provided.
If that's the case, simply press f7 to
call up the next page.
Finally, at the bottom of the window,
you'll see four page numbers. These
are the pages in various reference
books where you can find additional in-
formation about the command in ques-
tion. These books include Commodore
64 Programmer's Reference Guide,
Handbook for BASIC for the Commo-
dore 64, and the two versions of Com-
modore 64 User's Guide.
Since Help Master resides in RAM un-
der the BASIC 8K ROM (40960-49151)
and in most of the 4K block that starts
at 49152, it won't interfere with the
DOS Wedge, which is located at
52224-43247. Machine language pro-
grams that operate within this range
will not work with Help Master.
If you're in the middle of a program-
ming session and realize that you
need Help Master but it isn't loaded,
that’s not a problem. You don't have to
quit the first program. There's an al-
ternative method for loading and run-
ning Help Master after you have anoth-
er program in memory. A simple SYS
call then lets you activate Help Master.
When you run Help Master, you'll
probably notice its 1985 copyright no-
tice. This little program has been
around for a while. For any program to
(Any: 1 for $10, 3 for $18, 6 for $24)
$15.00 Anatomy ote 1541
$1500 C128 BASIC Trainrg Guise
$13.00 Graphics Book forthe C64
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HO Series Hard Drives are avalable in capacities upto 200 MB,
are fuly parttonable, and can emulate 1541, 1571, & 1581
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HD's connect easiy io the serial bus or paral via RAMLnk.
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Books & Sofware: First tem $5.00, | pope reyes tem.
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be in production this long, you know it
must be doing something right.
As | said at the beginning, Help Mas-
ter 64 is not something an experienced
programmer will need. It's designed for
the person who is learning BASIC and
still needs to consult reference materi-
al frequently. It's also a boon to those
who program infrequently and need to
brush up on BASIC syntax and usage.
CHRISTIAN FLEMING
Circle Reader Service Number 153
$63.00
1541 Repair $42.00
1571 Repair $52.00
x64 $66.00
C-64 PC-10, PC Cott Motherboard $110.00
repair® 37,95
Prices include parts/labor.
Except PS and drives.
Discount for dealers & schools
Prices subject to change without notice.
AUTHORIZED COMMODORE SERVICE CENTER
Amiga 500 BD $70.00
Amiga 1000 BD $87.00
‘Amiga 2000 BD $125.00
Al Commodore monitors $67.00
128D — $70.00
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Circle Reader Service Number 415 a
OCTOBER 1993 COMPUTE G-11
G-12
Corrections to
previous articles,
the jiffy
clock explained,
a SpeedScrint
modification, and
more
FEEDBACK
Bug-Swatter
There seems to be some text
missing from John Elliott's “Up-
grading Without Changing Plat-
forms” in the June issue.
JOHN KOESTNER
HAZELWOOD, MO.
The printer inadvertently re-
peated the line at the bottom
of page 5 on the top of page
6. This extra line pushed the fi-
nal line of the article off the bot-
tom of the page. We apolo-
gize for the error. The last sen-
tence of the article should
read as follows.
“The investment of time, en-
ergy, and money by the soft-
ware and hardware develop-
ers is an indication of their con-
viction that our Commodore
computers will be productively
used and enhanced by prod-
ucts for many years to come."
Time of Day
| was trying to figure out how
to use TI$ as a timer. Can
this clock be reset to O (or
any number) without turning
off the 64? Also, | thought
that all numeric variables
were used without a dollar
sign on the variable name.
Since TI$ holds a number,
why isn't it displayed as TI?
Evidently TIME is another
clock, because when | type
PRINT TIME, it displays a pro-
gressively larger number. Af-
ter some experimentation, | fig-
ured that this number advanc-
es approximately 60 times
per second. Can you please
explain about this also?
RICK MONTOYA
MIAMI, FL
The variables TI$ and TI
stand for TIME$ and TIME,
but only the first two letters of
the variable name are signifi-
cant. These two variables tell
you the value in the jiffy
clock, but they put the time in
slightly different formats. As
you've discovered, the clock
ticks 60 times a second. The
COMPUTE OCTOBER 1993
'/feo-second unit of time is re-
ferred to as a jiffy.
The clock is set to 0 when-
ever you turn on a 64 or 128.
To reset it from BASIC, in-
clude the line TI$ = “000000”.
Note that Tl = 0 won't work.
You can read the value of TI,
but you can't set it (except in-
directly through TI$). You may
set TI$ to other values; for ex-
ample, to set a time of 1:35
you would use TI$="013500".
The time uses a 24-hour for-
mat: After 23:59:59, TI$
wraps around to 00:00:00.
The variable TI tells you the
total number of jiffies that
have passed since the clock
was reset. Divide TI by 60 to
convert this value to seconas,
TI$ is just another way of look-
ing at the jiffy clock—it chang-
es the number of jiffies to
hours, minutes, and seconds.
One reason to make TI$ a
string variable (with a $ after
the variable name) is that it
prints the time in a consistent
format with leading zeros. Be-
cause T/$ is a string, you can
use the MID$ function to ex-
tract the hours, minutes, and
seconds. To convert a string
to a numeric value, use the
VAL function. For example,
PRINT VAL(TI$) would print
120 for a time of 000120.
Tape or Disk?
A friend of mine uses
SpeedScript, and his version
of your word processor does
not use the prompt TAPE OR
DISK? like mine does. | don't
know of anyone who still uses
a tape drive, and I'd love to de-
lete this prompt. He said it
took only a few POKEs, but
he can't remember where he
saw them. Can you help?
ALEX PARKS
ALEXANDRIA, VA
It has been a few years since
we published this tip, but it is
a helpful one if you never use
a Datasette or tape drive with
our word processor. Load but
don't run a copy of
SpeedScript. Then type
POKE 4904,162: POKE
4905.8: POKE 4906,76:
POKE 4907,61: POKE 4908,
19. After you press Return, be
sure to save this modified ver-
sion of SpeedScript with a
new filename. From then on
when you load and run
SpeedScript, it assumes that
you'll be using a disk drive.
Mass Deletions
Is there a way | can delete a
whole section of numbers
from a BASIC program on my
64? For example, can | delete
lines 200-300 without typing
each number and then press-
ing Return?
ROGER HOWARD
LOS ANGELES, CA
The 128 has a DELETE com-
mand, but it’s not available on
the 64. There is one simple
way that will save you some
time and typing. If your lines
are numbered by 10s, in imme-
diate mode enter the follow-
ing line with your program
loaded. Change the STEP val-
ue if your program is num-
bered differently.
FORT=200 TO 300 STEP 10:
PRINT T: NEXT
When you press Return, num-
bers 200, 210, and so on will
print to the screen. Cursor to
the first number and press Re-
turn. Keep pressing Return un-
til you run out of numbers. If
you need more lines, just en-
ter the line again, covering
the desired range. Be careful
that you don't print more than
20 lines to the screen at one
time, or they will scroll off.
Do you have a question or
comment? Write to Gazette
Feedback, COMPUTE Publica-
tions, 324 West Wendover Av-
enue, Suite 200, Greensboro,
North Carolina 27408. 0
PUMP UP
YOUR PRODUCTIVITY!
Harness the potential of your, The Guastte Graphics
64 and 128 with these ae
Do it all with Commodore
rf | graphics!
powe U pr ogr ams. Here's what's on it-
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Get more work out of your 64 and 128 Soe ere
with these two new disk products from 128 Graphics Compactor,
64 Animator, VDC Graphics,
Dissolve 128, Super Slideshow,
128 Animator, 1526 PrintScreen,
COMPUTE 's Gazette — the 1992
Best of Gazette Utilities, and
the Gazette Graphics Grab Supratechnic, Medium-Resolution
Bag! Graphics, Screen Maker, GAS!64—
The 1992 Best of Special Edition, GAS!128—Special
Edition.
Gazette Utilities
Seize control of your operating
system and your world!
Here's what's on it-MetaBASIC 64,
MetaBASIC 128, Quick, Sprint ll,
Ultrafont+, RAMDisk 64, RAMDisk 128,
BASSEM, SciCalc 64, List Formatter,
MegaSqueeze.
Extend Your Computer Power With This Powerful Software!
_— Check or Money Order ___ MasterCard ___ VISA |
| want to pump up my productivity! Please send me the |
@ disks checked below at $11.95 each. Credit Card No. Exp. Date |
Signature |
___The 1992 Best of Gazette Utilities a (Required)
_— The Gazette Graphics Grab Bag Daytime Telephone No. |
—— Subtotal Nene
___ Sales Tax (Residents of NC and NY please add appropriate sales tax for your
area. Canadian orders, add 7% goods and services tax.) Address
___ Shipping and Handling ($2.00 U.S. and Canada, $3.00 surface mail, $5.00 City
airmail per disk.)
State/Province ZIP/Postal Code
_— Total Enclosed
Mail this coupon to COMPUTE's 1991 Utilities, 324 West Wendover Ave., Ste. 200,
MasterCard and VISA accepted on orders with subtotal over $20. Greensboro, NC 27408. |
You won't find
many Commodore
dealers in
Venezuela. What you
will find is a loyal
group of Commodore
G-14
owners.
WORLD VIEW
Edwin P. Krisch Stark
VIEW FROM
VENEZUELA
jHola, amigos! Greetings
from Caracas, Venezuela, to
all 64 owners! | hope to give
you a deep, although short,
view of the Commodore world
in the land of El Dorado and
dense jungles.
First of all, let me tell you that
owning any computer is seen
around here as a snobbish ges-
ture. Very few people have
them. In this world, understand-
ing these machines means so-
cial catastrophe. There seems
to be an exception, however,
among 64 enthusiasts, who
have formed an undeclared
brotherhood or hackers.
A 64 without disk drive
would cost you two complete
months of salary in local
terms, which is about $100
per month. And that's if you're
lucky enough to find a dealer
who will sell it to you. Most of
us Commodore owners get
equipment by ordering it direct-
ly from the United States or by
asking friends visiting there to
purchase it. To make matters
worse, the economical crisis
here has made local govern-
ments inhibit imports, so many
computers reach their owners
only after being smuggled
through customs.
The local computer market
consists of dealers selling a
myriad of PC clones; tons of
them are brought in from Asia,
most with strange and un-
known names. Only a brave
soul would be interested in mar-
keting Commodore products,
yet the night is not as dark as
it may seem. A couple of deal-
ers struggle but receive pop-
ular support from the 64 and
Amiga owners. These owners
love computers that work right
out of the box, without the has-
sles of cards, video incompat-
ibility, and cheap sound.
Most 64s stay with their own-
ers until the computers fail com-
COMPUTE OCTOBER 1993
pletely or until the owners up-
grade. Many of these are
promptly replaced by Amigas
because of an impressive loy-
alty to Commodore and its
products.
There never has been any
regular way of obtaining soft-
ware for 64s, and | doubt that
this will change since the inter-
est is shifting to the MS-DOS
market. It's a strange sight to
find an original disk in any-
one's software collection. This
is a pirate's haven, and some
even joke about the Colombi-
an Connection: guys in Colom-
bia who bring in pirated soft-
ware from Europe.
Since the source of new pro-
grams for the 64 is drying up,
many users have started
what's become an intense
craze that we call shared
modeming. A group of desper-
ate users started browsing pop-
ular BBSs, sharing the expens-
es of long distance telephone
calls. The most irksome thing
about this is that many sysops
see that we're calling from Ven-
ezuela and think it's a joke.
Most sysops are too lazy or
cheap to make the long dis-
tance call to validate the guys
who just called in such an un-
usual fashion, so they flush us
out of their systems. This is al-
so true with the commercial on-
line systems.
Those sysops who don't
pay much attention to valida-
tion usually trust their callers.
In return, we provide a nice at-
titude inside the system and a
valid credit card number
when ordering products.
BBSs with 800 numbers are
troublesome to use from here.
Some modeming sharers
have gone to the extreme of
taking their computers and mo-
dems to Miami just to get in-
side some online services.
Want to know something fun-
ny? The 64s were considered
game machines—not even a
notch above toys—but now
the PC clones are the most tar-
geted market for games. Yet
they still keep their status as se-
rious machines. Anyway, |
have found an advantage to
this switched situation. | play
games on clones, but I've start-
ed writing clue books for them
on my 64. Many of these
books are just for my own use,
but some | sell. | just turn on
the computer, load Speed-
Script, and start typing. For em-
bellishment, such as maps
and graphics, | resort to
GEOS and its power. And
when | need extra assistance,
| just transfer my files to my Ami-
ga with a null modem. It works
fine and keeps my pocket full
for buying original software.
Right now | am considering
the idea of creating a BBS ded-
icated to adventure games,
where you can browse around
to find the clues needed. The
only thing stopping me is the
final choice of the right pro-
gram to handle my needs.
Here are some final com-
ments. Programmers, don't
underestimate the 64. There
are nearly 15 million of these
great machines out there, and
most of them are still in use. Us-
ers, don’t trash your 64. It's
like Pandora's box in that it's
full of grief, but it's also filled
with lots of surprises. If you ev-
er do upgrade, make it an Ami-
ga, so Commodore will keep
these great machines coming.
Millions of 64s and 128s are
in use around the world, so
how about telling our readers
about the Commodore activi-
ties in your country? You
might mention user group ac-
tivities, software and BBS avail-
ability, system costs, or any-
thing of interest 64 and 128
users. Send a 1000-word arti-
cle on disk to COMPUTE’s Ga-
zette, 324 West Wendover Av-
enue, Suite 200, Greensboro,
North Carolina 27408. We
pay $150 for each “World
View" that we publish. a
PD PICKS
Steve Vander Ark
SOUND
SELECTIONS
Before | bring out my picks for
this month, let me talk a little
about formats. |'m not talking
about disk formats, but about
the method used to store data
on disk.
Many drawing or paint pro-
grams have their own particu-
lar way of storing the pictures
that you create with them,
Many of them use some kind
of code attached to the name
of the file to identify what that
format is. If you are a fan of
computer graphics, you prob-
ably know the kind of format
I'm referring to.
Over time, certain of these
various formats tend to be-
come more common as users
decide that they like one par-
ticular program. One format
will often become something
of an unofficial standard, and
its method of data storage is
copied by other programs.
Sometimes, though, a pro-
gram appears that sets the
standard right off the bat, but
in this case I'm not talking
about graphics. That's pretty
much what happened with
Craig Chamberlain's excellent
music editor called the En-
hanced Music System, original-
ly from COMPUTE Books, but
now distributed by Parsec.
Chamberlain's format for mu-
sic files ended with the exten-
sion MUS. Due in part to the
quality of his program and to
the lack of serious competition
at the time, this type of music
file has become the standard
for Commodore SID music.
As the years went by, addi-
tional extensions showed up:
WDS for lyrics files, PIC for use
with graphics screens, and so
on. Those other types of files
became an important part of
the standard, thanks to a pro-
gram called Stereo SID Player
written by Mark Dickenson.
Dickenson wrote DigiPlay-
er, one of my featured selec-
tions this month. DigiPlayer is
a digitized sound player that
has its own particular format.
This format, the RAW file, has
become the standard for dig-
itized sound on the Commo-
dore. OK, so RAW is the only
digitized sound format for the
Commodore, but that makes it
the standard, right?
Anyway, since MUS and
RAW files are common, it's fair-
ly easy to find enough of them
to keep SID Player and Digi-
Player cheerfully singing and
talking for hours on end. Quan-
tumLink has more SID music
files than any other type of
file, everything from rock-'n'-
roll to Broadway tunes (my fa-
vorites). There are also quite
a few RAW files on Q-Link, in-
cluding sound bites from Star
Trek and Looney Tunes.
But anyway, here's a closer
look at both programs.
Stereo SID Player 10.3 by
Mark A. Dickenson. Quantum-
Link filename: STEREO10.3A
and STEREO10DOC (docu-
mentation) uploaded by Mark
AD |. Public domain.
The original SID Player was
part of the SID Music System,
but Stereo SID is definitely a
new and improved version!
For one thing (and this is a big-
gie), this program plays six-
voice stereo SID files. If you've
never heard your Commodore
play in stereo with the SID Sym-
phony cartridge from Creative
Micro Designs, you've missed
a treat! Of course, it plays reg-
ular three-voice SIDs as well.
Remember what | was say-
ing last month about really
good utilities doing the mun-
dane with flair and elegance?
That's precisely what makes
this program stand out above
other SID players. Stereo SID
Player doesn't just sit there
while the music plays. The
screen is alive with wriggling
shapes and flashing colors.
There's even a tiny band up in
the corner (on three-voice
SIDs) playing its collective
heart out. More useful is a dis-
play—both on a keyboard and
by note names—of the notes
each voice is playing as the
song progresses.
On top of that, the program
makes it a cinch to find and
load any song you want from
a disk and offers plenty of op-
tions for playing it. The words
to the song will scroll past if a
WDS file is included. If there's
a PIC file, a graphic image in
Doodle or Koala format will fill
the screen except for two
lines of lyrics scrolling by at
the bottom. But if nothing
else, this program is worth get-
ting just for the opening se-
quence, a rock version of the
theme from 2001: A Space Od-
yssey with a snazzy bunch of
screen effects to go with it.
DigiPlayer By Mark A. Dick-
enson. QuantumLink filename:
DIGIPLAYER31.SDA upload-
ed by Mark AD |. GEnie file
number 8685. This program is
shareware; the suggested do-
nation is $5-$10.
The first time someone sug-
gested to me that the Commo-
dore could play digitized
sounds, | figured he was nuts.
Everyone knows that recogniz-
able digitized sound requires
vast amounts of memory, and
memory is one thing the good
old 64 is short of. But Mark
Dickenson has pulled it off
and makes this player shine.
Not only does DigiPlayer play
the sound files, but it also lets
you import digitized files from
Amiga, Apple II/GS, Mac,
Atari ST, and Digitalker 128. It
supports the REU and will
play digitized files of up to
400K in size.
If you want more RAW files
from Q-Link, your best bet is to
browse that library directly be-
cause the search function
tends to ignore them. You'll
find them tucked away in the
software libraries under Music:
MIDI and General/Digitized
Sound & DigiPlayer Files. O
OCTOBER 1993 COMPUTE
The screen is alive
with wriggling
shapes and flashing
colors. There’s
even a tiny band up
playing its collective
heart out.
G15
Prepare a list
of things to do and
then save the
information to disk.
G-16
BEGINNER BASIC
Larry Cotton
WHERE’S THE
DATA? PART 2
Any information that you store
within a BASIC program as DA-
TA statements will be loaded
or saved with the program
whenever you load it from or
save it to a disk. If the data is
supplied by the program's us-
er as INPUT or GET state-
ments, however, then it's not
part of the BASIC program. If
the computer is turned off, the
data will be lost. Therefore, if
you want to save any data sup-
plied by a user, it'll have to be
saved as a separate program.
Let's start by writing a sim-
ple program which generates
some data: a list of things to
do. Without using a menu or
other fancy features (I'll leave
that to your own creativity),
we'll ask for a to-do list, one
item at a time, and then save
the list to disk as data in the
form of a PRG (PRoGram) file.
A complete to-do program
might include features such
as saving and loading the list;
adding, deleting, or rearrang-
ing items; and printing the list.
Here's asimple program for
just getting the list and print-
ing it to the screen.
10 PRINTCHRS(147)
20 DIMIS(100): PRINT NO
MORE THAN 100 ITEMS!”:
PRINT [DOWN] PRESS
ANY KEY TO BEGIN.”
30 GETAS: IFAS="' "THEN30
40 PRINTCHRS(147)
50 X=X+1: INPUT TO
DO”;I$(X)
60 IFIS(X)="""THENX=X-1:
GOTO 80
70 GOTO 40
80 PRINT
90 FORT=1TOX: PRINT
S(T); NEXT
When you run the program, en-
ter a few tasks, item by item,
such as WASH HOUSE,
PAINT CLOTHES, IRON
DOG, and so on. Press Re-
COMPUTE OCTOBER 1993
turn after you enter each item.
When you've entered the last
item, press Return on an emp-
ty line. Your complete list, sil-
ly though it may seem, will
print on your TV or monitor
screen. It's also neatly tucked
away in your computer's mem-
ory, but it'll disappear when
you turn off your machine.
Now let's add a routine that
will save the information to
disk.
100 INPUT“ [DOWN] NAME OF
LIST TO SAVE”:LS:
IFL$="""THEN END
110 OPEN1,8,1,LS
120 PRINT#1,X
130 FORT=1TOX: PRINT#1,
1$(T): NEXT
140 CLOSE1
Because you've modified the
program, you'll need to reen-
ter a to-do list. (You might
want to make this one sensi-
ble.) When you press Return
on a blank line this time, your
list will print onscreen and
you'll be prompted to give it a
name. After you name the
list, it will be saved to disk in
the order that you entered it.
Here's how lines 100-140
work. Line 100 is a normal IN-
PUT statement which asks for
the name of your list so that
the disk drive can retrieve it lat-
er. The most important line’in
the program is line 110. Its syn-
tax is critical.
When you communicate
with peripheral equipment
such as disk drives and print-
ers, you need to open and
close channels. Like the com-
puter itself, the peripheral ex-
pects to communicate ina syn-
tax it recognizes.
In line 110, the OPEN com-
mand opens a channel for
communication. The first 1 in
the command is an arbitrary
file number, which can be any-
number from 1 to 127. (Think
of opening a Manila file folder
with the number 1 on it.)
Once that file is opened, da-
ta can be sent to it by refer-
ring to its number.
The next number, 8, sends
information to the disk drive.
(If you use a second drive, re-
fer to it as device 9.)
The next parameter, 1,
tells the disk drive to save (as
opposed to load) this informa-
tion. L$ is the name of the
file, which is the to-do list.
In line 120, we use another
BASIC statement, PRINT#,
which sends information to
the disk drive. PRINT# is simi-
lar to PRINT, except that it
prints information to disk in-
stead of to the screen. The
first piece of information we
send to the disk is the num-
ber of items in the to-do list—
the value of the counter X.
Line 130 uses a FOR-NEXT
loop and PRINT# to send the ar-
ray 1$(X)—the items in your to-
do list—to the disk.
After all the necessary infor-
mation is sent to the disk, you
must close your file in line
140. You can now turn off the
computer, knowing that your
information is safely stored on
disk, ready to retrieve when
we look at that next month.
Here's a complete listing of
the program with The Automat-
ic Proofreader checksums.
AM 10 PRINTCHRS$ (147)
GQ 26 DIMI$(160):PRINT"
{SPACE}NO MORE THA
N 160 ITEMS!":PRIN
T"{DOWN} PRESS ANY
KEY TO BEGIN."
GETAS$: IFAS=""THEN3
6
PRINTCHR$ (147)
X=X+1l:INPUT" TO DO
"ZIS(X)
IFIS (X) ="""THENX=X~
1:GOTO8G
GoTO46
PRINT
FORT=1TOX: PRINTIS (
T) :NEXT
GC 166 INPUT" {DOWN}NAME
{SPACE}OF LIST TO
SAVE";LS$:IELS=""
THENEND
OPEN1,8,1,L$
PRINT#1,X
FORT=1TOX: PRINT#1
,1$(T) :NEXT
CLOSE1 o
BE 76
EM 86
KK 96
PA 116
QA 120
FR 130
BD 146
Gazette
Index
Everything’s included!
Features, games, reviews,
education/home applications,
programming, bugswatter,
feedback, and columns!
A superb interface includes pull-
down menus, help screens, and
keyboard, joystick, or mouse con-
trol. Features include super-fast
searching and sorting capabilities.
An options screen allows you to
choose text colors, drive number,
and input device. And there’s full
documentation on disk.
Choose from three modes of opera-
tion—browse for quick scanning,
view for detailed information and
descriptions, and edit for adding
items from upcoming issues—and
print to any printer. There’s even a
turbo-load option for maximum
disk-access speed.
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Fast Action Arcade Style Game
De for the Commodore 64/128+1541
S/H in Canada $5 and $10 for all others.
— American Currency Only —
acer Merostorm Sortware.
Order to: Box 1086, Sidney, MT 59270
Circle Reader Service Number 289
COMPUTER REPAIR sxe
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WE ALSO REPAIR IBM Clones, Sega, Genesis, Nintendo
For more info cal: BEAR TECHNOLOGIES
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Circle Reader Service Number 152
ReEcorp FILER | “Record Keeper = 202 oasracers pes record. Disk record capacity
cele 1541=570; 1571=745. ** Record Printout | or 2 columns. ***Mail
FOR BUSINESSOR | Label Printout 1, 2, or 3 columns. NO SET-UP-BOOK/MANUAL
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Our easy to use Q Printer | Read-Edit-List-Print-Delete; Fast Search by 4 methodv6 types +
File Maker lets youenter | "Unique Search searches and/or print from any set of unique letters in
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use as is with an Okimate | PRINTOUT BY DATA FROM ANY OF 9 FIELDS, FIELD/CHARAC-
20 or Okimate 180 printer. | TER SIZE; Name/32 Address/32 City/25 State/20 Zip/l0S.S or I.D/11
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KeyDOS ROM Version 2 is here!
The KeyDOS ROM is a chip for the empty socket inside your C128 that adds more than 40
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KeyDOS is loaded with useful tools to simplify file access on multiple drive systems without typ-
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INTERNATIONAL ORDER LINE: (914) 357-2424
Write or call for prices
Logo is the property of Commodore Business Machines. Inc.
Circle Reader Service Number 159
Bers 24. 95 plus $3 Shipping and
Sliders e Handling in the U.S.A.
MACHINE LANGUAGE
Jim Butterfield
ASSEMBLER
TRICKS
Most machine language mon-
itor programs contain tiny as-
semblers that will help you to
write machine language
code. As you try more ambi-
tious coding projects, you'll
move along to a full-scale, sym-
bolic assembler.
The big assembler packag-
es give you more help in cod-
ing. Perhaps more important,
they allow you to save source
code that you have written. As
the project develops, you can
recall this source code and ed-
it it—adding, subtracting, or
changing text as appropriate.
In this column, I'll talk about
one aspect of a symbolic as-
sembler: the asterisk (*) char-
acter. Most programmers will
tell you that the asterisk
means “here” or, more specif-
ically, “the assembler's work-
address pointer.”
As the assembler works
through your source code, it as-
signs the data it is building to
some location in memory. As
more data is generated, the lo-
cation moves along to a high-
er address. The asterisk sig-
nals the current working ad-
dress. Often, the asterisk is
used in BASIC-like assign-
ment statements.
You can set the working ad-
dress to a specific value.
Thus, the command *=$2000
means “assign data starting at
address hexadecimal 2000."
Such a command is often
seen at the start of a source list-
ing, and it causes the assem-
bled program to be placed at
the named address. Some as-
semblers prefer to do this us-
ing the keyword EQU for
(equate).
If you wanted to skip over a
number of bytes of memory,
you might code something
like *="+8. This works much
like BASIC’s X=X+8. As the as-
sembler does its work, it obe-
The asterisk signals
the current
working address as
the assembler
works through your
source code.
G-18 COMPUTE OCTOBER 1993
diently hops ahead. We are
saying to the assembler that
we don't care what the con-
tents of these bytes are but to
just make room for them.
Some assemblers prefer to do
this using the keyword BSS
(Block Sequential Storage).
One of the benefits of a sym-
bolic assembler, as the name
suggests, is that certain parts
of the program may be identi-
fied with symbolic names, or
labels. A large number of la-
bels, however, can slow down
an assembly. Programmers
sometimes like to reduce the
number of labels by means of
asterisk addresses. A quick
loop might be coded as seen
in the following example.
LDA MESSAGE,X
INX
CMP #$0D
BNE *-6
The branch will go back to
the LDA instruction. You must
be careful here because not
all assemblers do precisely
the same calculation. Know
your assembler, and test it if
you're not sure.
A label can be attached to
a point within a program by
simply placing it at the left
side of the line, such as
LOOP LDA MESSAGE,Xx.
But some programmers
don’t want to glue the label
and the instruction together.
They reason that they might
want to add another instruc-
tion at the top of this loop. If
so, they'd need to do some
awkward editing. They would
prefer to use the asterisk and
code as in the following lines.
LOOP =*
LDA MESSAGE,X
The effect is the same as the
previous single line, but the as-
terisk makes things much
more flexible.
Perhaps the most elegant
use of the asterisk is to allow
the length of a string or data
area to be calculated automat-
ically. Here's the source
code for a small program.
120 *=$2000
130 LDX #0
140 LP1 LDA MSG1,X
150 JSR $FFD2
160 INX
170 CPX #M1LEN
180 BNE LP1
190 LDX #0
200 LP2 LDA MSG2,X
210 JSR $FFD2
220 INX
230 CPX #M2LEN
240 BNE LP2
250 RTS
300 MSG1 .ASC “HELLO”
310 .BYTE $OD
320 M1LEN = *-MSG1
330 MSG2 .ASC “GOODBYE”
340 .BYTE $OD
350 M2LEN = *-MSG2
Lines 320 and 350 show
the length-calculation trick.
Effectively, they say to calcu-
late the difference between
here and the start of the mes-
sage. The assembler will obe-
diently calculate values of 6
and 8 for the two string
lengths. Later, if you wanted
to change HELLO to GREET-
INGS—or BON JOUR or
GUTEN TAG—just type it in,
and the assembler will figure
out the revised numbers for
you.
The above program, which
outputs HELLO and GOOD-
BYE, isn't too exciting as a
type-in project, but | won't in-
clude a BASIC version with
POKEs this time. If you want
to try entering the above
code and have only a simple
(nonsymbolic) assembler,
you'll find the following sym-
bol values useful.
2002 LP1
2004 LP2
2006 MSG1
2008 M1LEN
2012 MSG2
2014 M2LEN a)
The Gazette
Spcceamiatgad
ony
AG
Manager
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Most commands can be performed with a single keypress!
Memo Card—Unleashes the power of a full-blown
database without the fuss! Nothing’s easier—it’s a
truly simple computerized address file. Just type in
your data on any one of the index cards. Need to edit?
Just use the standard Commodore editing keys.
Finished? Just save the data to floppy. What could be
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G-20
Let's examine
what it takes
to program other
computers and
game machines.
PROGRAMMER’S PAGE
Randy Thompson
LOOKING OVER
THE FENCE
Ever wonder what it's like to
program computers other
than the 64 or 128? For start-
ers, your machine comes with
BASIC installed, but the Ami-
ga, Macintosh, and MS-DOS
clones don't. If you want to run
BASIC on any of these ma-
chines, you must purchase a
separate BASIC compiler.
The Amiga has several ver-
sions of BASIC available. Ear-
ly machines came with ver-
sions of Microsoft BASIC, but
Microsoft used some poor pro-
gramming practices, and its
BASIC interpreter won't work
on current Amigas. Fortunately,
other Amiga BASIC compilers
are of higher quality. More im-
portantly, these other BASICs
are not interpreters; they are
compilers. This means your pro-
grams are compiled into fast-
executing machine language.
The Amiga also has some spe-
cialized versions of BASIC for
programming games.
Many PCs are still sold with
a BASIC interpreter that loads
from disk, such as GW-BASIC.
There's even a language
called True BASIC that's avail-
able for the Amiga, Macintosh,
and PC. Any program written
in True BASIC can be run on
any computer equipped with
True BASIC. However, BASIC
is rarely the programming lan-
guage of choice these days.
The most popular language
now is C, and this includes its
object-oriented offspring,
C++. Pascal and its close rel-
ative Modula-2 are also popu-
lar. None of these languages
come free with a computer.
The one language that all
computers must support in
one fashion or another is ma-
chine language. Programming
in machine language on a 64
or 128 requires an assembler
(unless you prefer coding
directly to memory through
COMPUTE OCTOBER 1993
POKE statements or using a
machine language monitor).
You need an assembler to
write Amiga, Macintosh, and
PC machine language pro-
grams as well. Because BA-
SIC is the operating system for
the 64 and 128, many assem-
blers let you use your comput-
er's built-in BASIC editor to
write machine language pro-
grams. You must use a text ed-
itor to create machine lan-
guage source code on other
computers.
Both the Macintosh and the
Amiga use Motorola's 68000
family of CPUs. This family con-
sists of the 68000, 68010,
68020, 68030, and 68040.
The higher the number, the
newer and more powerful the
CPU. All of these CPUs have
basically the same instruction
set, and all support the instruc-
tions of their lower-numbered
siblings. These chips are in-
credibly powerful when com-
pared to the 6502. For exam-
ple, a lowly 68000 has 16 reg-
isters, each of which can hold
a 32-bit value (any number up
through 4,294,967,295). The
6502's 8-bit A, X, and Y regis-
ters, on the other hand, can
hold a number from 0 to 255
only—and think what you can
do with that!
The Intel chips found in PCs
are a diverse bunch. The orig-
inal 8088 is actually less pow-
erful than the lower-numbered
8086 because it uses an 8-bit
data bus while the 8086 has a
16-bit data bus.
The 80286, 80386, and
80486—often referred to as
simply the 286, 386, and 486—
quickly replaced the older
8088 and 8086. The 386 was
the first of the group to have
32-bit registers like the 68000.
The main advantage of these
chips is raw speed. The 486,
for example, can run at an
amazing 66 MHz. In contrast,
the 6510 in a 64 runs ata
mere 1 MHz.
Did you know that game ma-
chines are really computers?
SEGA Genesis, for example,
uses the same 68000 proces-
sor as the Amiga 500.
The old 8-bit Nintendo uses
a 6502, of sorts. It's a modified
version of that chip that's fast-
er but contains fewer instruc-
tions. The SNES uses a 65816
CPU that's closely related to
the 6502. It is, in fact, a 16-bit
version of that chip. So, if
you've got 64 or 128 machine
language experience, you're
in a good position to become
a Nintendo programmer.
Nintendo's Game Boy uses
a Z80 CPU. That's the same
microprocessor found in old
CP/M computers and the dis-
continued Timex-Sinclair com-
puters. The SEGA Genesis
has a Z80 in it as well, but it's
mainly used to control the ma-
chine's FM sound chip.
Since they don't have key-
boards and disk drives, you
might wonder how these
game machines are pro-
grammed. The answer? They
use other computers.
Most development systems
(as they are called) are based
around MS-DOS computers,
and you use what's called a
cross compiler to write your
code, A cross compiler is a
compiler or assembler that gen-
erates code for a machine
that is different from the com-
puter you are using. For exam-
ple, you might use a PC to
write and assemble 68000
code for a SEGA Genesis.
(Some companies have even
been known to develop 64
code on the PC.) You then use
a special hardware interface
to download the code to the
game machine where you can
run it and test your game.
With such expensive and
specialized equipment, it’s no
wonder you don't see very
many hobbyists hacking out
games for the SNES or SEGA
Genesis. Fortunately, all you
need to program the 64 or 128
is to own one. o
ARTHRITIS
DOESN'T
WAIT FOR
YOU TO
GET OLD.
You don't have to be old to get
arthritis. It can happen to anyone at
any age. If you notice any of the fol-
lowing warning signs, consult your
doctor or call your local Arthritis
Foundation chapter. Early diagnosis
and treatment can make a difference.
Swelling in one or more joints
Early morning stiffness
Weight loss, fever or weakness
combined with joint pain
Recurring pain or tenderness in
ajoint
Inability to move a joint normally
Redness and/or warmth in a joint
Symptoms persisting more than
two weeks
Get the facts about arthritis.
Contact your local chapter for a free
brochure or call 1-800-283-7800.
&
ARTHRITIS
FOUNDATION®
Your Source
for Help and Hope @
C64/128 PUBLIC DOMAIN SOFTWARE
REQUEST FREE CATALOG or send $2 for sample disk and catalog (RE-
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buy as low as $1.00 per disk side or for 80¢ for 70 or more. $20 order
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ostal money order only. Write for free catalog of Software and Leroy’s Cheatsheets.
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Allow 4-6 weeks for delis
Cataloge disk on 64 format Fz
A handful of
are not about to let
G-22
GEOS
Steve Vander Ark
INTO THE BREACH
What's all this talk about GEOS
users throwing in the towel and
giving up their 64s and 128s?
It's not time for that.
True, there are fewer and
fewer magazines devoted to
the Commodore, but that's no
reason to call it quits. Besides,
users just recently have start-
ed anew magazine specifical-
ly for GEOS. It's a very nice
publication called geoV/S/ON.
While Berkeley (now called
GEOWORKS) no longer
writes software for 8-bit
GEOS, users again have
leaped into the breach and
are turning out all kinds of
great programs. Of course
there are still a number of com-
panies such as Creative Micro
Designs, RIO Computers, The
Soft Group, and others that
are still coming out with sur-
prisingly high-tech hardware
for lowly 64s and 128s.
OK, | hear you asking me
what the GEOS universe will
look like in a year or two, What
is there still to look forward to?
Here are a few things | think
might be waiting for us not too
far down the line.
Gateway NT. If you follow the
wacky world of Microsoft and
its choke hold on the IBM-
clone world, you will recognize
that NT means “new technol-
ogy.” | think that if Jim Collette
ever sits down with Gateway
and pushes it to the limits, we
could see a whole new level of
sophistication in a basic sys-
tem manager program.
The concept of pseudo multi-
tasking has already been giv-
en life with Gateway’s Switch-
er and the task switcher in
geoWizard. Theoretically, you
can store as many ‘'‘contexts”
as you have room for in your
RAM device. Maybe those lit-
tle-used function keys could
be dragged into the act to let
you choose any of up to eight
jobs in progress.
COMPUTE OCTOBER 1993
Along with that, we should
see the development of a
print spooler, a system which
feeds document information to
the printer to free your comput-
er for other uses. This spooler
uses a RAM device to store
the data temporarily before it
rickles out for printing on
your 9-pin printer.
Screen savers. Yeah, yeah, |
know screen savers are frivo-
lous. | know that simple blank-
ing can protect your monitor
screen perfectly well. | know
hat | don’t actually need to
see little fish or fireworks bright-
ening up my monitor, but—
and | hate to admit it—I love
a good screen saver. It's a lot
of fun to mess with them, to
give them just the right pizazz.
This miracle of modern comput-
er science would almost cer-
tainly require a RAM device to
store the information it needs.
Programmers. More programs
from people like Irv Cobb and
Paul Murdaugh (1 could list a
whole lot more people here),
truly clever and dedicated
GEOS programmers who just
keep going on doing things
once thought impossible or
never even dreamed of at all.
They never seem to run out of
good ideas for GEOS utilities,
from Irv's program to alter the
system font to Paul's outstand-
ing DualTop. These people
are the cutting edge, folks.
GeoPublish 128. No, it won't
be called that, and it won't be
coming from California. No,
this eagerly awaited program
is being developed by Mau-
rice Randall, who lives an
hour away from me here in
Michigan. He’s the guy who
wrote geoSHELL. If he ever
gets this project finished, Mau-
rice will have made an awful
lot of people very happy. As of
this writing, the project was
still a long way from comple-
tion, though, and who knows?
Online services. | really hate to
say it, but | get the impression
that America Online (Quantum-
Link's parent company) would
be just as happy to see Q-
Link die. The death blow
could have been announced
by the freezing of the librar-
ies—which occurred in Febru-
ary. This problem, according
to an inside source, could
have been fixed quickly and
easily had certain data been
made available to those who
could make the repairs.
As the months went by, no
one could find the time to
pass that information along,
and the problem remained. A
lot of users have decided the
solution isn't worth waiting for
and have left Q-Link.
For me, the very thought of
that treasure house of files
disappearing is enough to
make me cry. Heck, there is
so much in those libraries that
it will be a long time before |
run out of things to download.
Of course, all these avid
Commodore users will have to
go somewhere, and it looks
like GEnie is where many of
them are ending up. The Flag-
ship (that's GEnie's Commo-
dore support area) has rapid-
ly growing libraries of GEOS
files, and many of the best
programmers have already
switched to GEnie to upload
their work. Next month's col-
umn will be a GEOS user's
guide to GEnie; I'll give you a
better idea of what the Flag-
ship is like at that time.
There are a lot of exciting
things still happening in this
wonderful corner of the com-
puter universe. I'm sure that
I'm not seeing everything
dead on as | peer into the fu-
ture here. Hey, I'm just guess-
ing by what I’ve been hearing
lately. What | certainly don’t
see, however, is the end of
GEOS on the 64/128. This sys-
tem is just too good and we us-
ers are just too devoted for
GEOS to die anytime soon! 0
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Polar bears, musk-ox, grizzlies, caribou — more animals than
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this portion of our last arctic wilderness has caught the eye of
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A
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If you start to feel
your feet slide
from under you, hang
on! You could be
G-24
black hole.
D'IVERSIONS
Fred D'lgnazio
INTO A DIGITAL
BLACK HOLE
Black holes are collapsed
stars whose gravitational pull
is so strong that anything near-
by gets sucked into them. You
may never visit one of these
holes in outer space, but
you're about to be pulled into
what | call a digital black hole.
Every day on the news we
hear about industries switch-
ing from traditional means of
producing products (nondigi-
tal) to a high-tech (digital) for-
mat. Boundary lines between
products are disappearing as
articles race toward this digital
black hole and begin blending
and fusing. Here are some ex-
amples of what | mean.
TCI and Warner Cable Com-
panies are working together to
fashion a new standard for dig-
itizing and compressing TV sig-
nals. The companies envision
a marriage of computers and
cable TV that will offer subscrib-
ers all the TV shows and mov-
ies ever produced, online ac-
cess to electronic shopping
malls, video games, electronic
newspapers, online university
courses, and the ability to at-
tend meetings via TV.
US West will invest $2.5 bil-
lion in Time Warner's cable
and film operations, including
Warner Brothers’ movie stu-
dio, HBO, and cable franchis-
es, This follows a pattern of con-
vergence between the tele-
phone and cable industries
that has been developing in
Great Britain for adecade and
is now picking up steam in the
U.S. The phone companies’
powerful digital switching de-
vices will soon connect to ca-
ble companies’ wide-band vid-
e0 pipelines and make “com-
pu-TV-phones” a reality.
Microsoft is teaming up
with Hewlett-Packard, Ricoh,
Compaq Computer, Minolta,
McCaw Cellular, Canon, NEC,
and Northern Telecom to link
COMPUTE OCTOBER 1993
all office machines via Micro-
soft at Work software. This pa-
perless office would allow work-
ers on-site and off-site to cre-
ate and send work anywhere
on the globe—or beyond.
Newsweek magazine now
publishes an Interactive News-
week edition on tiny CD-ROM
discs which fit inside a hand-
held Sony player. Cox Enter-
prises, publisher of the Atlanta
Journal and the Atlanta Con-
stitution, is joining BellSouth to
create instant electronic clas-
sified ads, news updates,
stock quotes, sports results,
and weather reports via tele-
phone voice mail and mo-
dems. Electronic newspapers,
delivered via telephone at the
breakfast table, are just
around the corner.
The proponents of these
new technologies claim that
fusing and linking all of our ma-
chines into a single digital
megamachine will make our
lives much easier. In the
1950s, we were told that tech-
nology would make our lives
easier, simpler, and more fun.
We dreamed of more leisure
time as laborsaving devices in
glossy white enamel took over
the menial household chores.
Bong! It's 1993, and our
lives have never been more
complex, The machines that
promised to become our will-
ing slaves have become a
new breed of round-the-clock
taskmasters, Soon we'll enter
the era of the “go-anywhere of-
fice.” Digital fax machines, cel-
lular telephones, subnotebook
computers, programmable dig-
ital assistants, and other labor-
saving devices will see to it
that we're on the clock, seven
days a week. Anyone who
wants us will be able to dial us
up and even do a “geodata
fix" on us. The digital black
hole will start by sucking up all
the world's machines, but it
can suck up you and me, too!
Can you imagine the world
in a few years when today’s
standard appliances have
ceased to exist? This is a
world in which the digital
black hole has sucked every-
thing into the floors, the walls,
and the furniture. TVs will
have become wallpaper, ex-
cept that they will also be our
telephones, our computers,
and our newspapers and
books.
Much of family life will con-
sist of people talking to and ar-
guing over their electronic
walls, using voice-zappers to
split the surfaces into tiny pix-
elated tiles of pictures inside
pictures: sports channels, elec-
tronic-mall channels, crime
channels, real estate chan-
nels, reality street channels,
evangelical channels, well-
ness channels, and so on.
Video wallpaper will be so
inexpensive that people will
buy it for all four walls in order
to keep the zapper arguments
subhomicidal. Four people
might each face a different
wall of a room's four walls.
If there are more than four
people in the room, they
could wear permanently mount-
ed miniature earphones and
minimikes in their mouths.
This way, they could whisper
commands to the magic
screen on the wall and listen
to its babble while remaining
polite, inaudible, and insulat-
ed from all social contact with
family members and friends. A
perfect evening at home will
be spent in front of infinitely di-
visible electronic hearths.
This is an inevitable market
just waiting to be digested by
the technological juggernaut
and the digital black hole. The
real question is, Will this be
progress?
The digital black hole is out
there, folks. It’s waiting for us.
So, if you feel your feet start to
slide or your ears start pop-
ping, grab onto something
heavy and hang on. It’s going
to be one heck of a steep and
slippery slope, folks! ia)
PROGRAMS
COINS
By Maurice Yanney
Everyone enjoys finding money ona
street; it's like getting something for noth-
ing. Of course, practically everything has
its price, and this single-player arcade
game for the 64 is no exception. As you
maneuver about the screen picking up
coins, four tanks will be shooting at you.
Coins is written entirely in machine lan-
guage, but it loads and runs like a BASIC
program. To type it in, use MLX, our ma-
chine language entry program. See “Typ-
ing Aids" elsewhere in this section.
When MLX prompts, respond with the
following values.
Starting address: 0801
Ending address; 19D8
Be sure to save a copy of the program
before exiting MLX.
Playing the Game
After you load and run Coins, press the
space bar or the joystick fire button to
start the game. Use a joystick in port 2.
The object of the game is to move
about the screen gathering coins
while doing your best to avoid the bul-
lets fired by the tanks on each side of
the screen. To collect a coin, just
move over it. If you don’t have a joys-
tick, you can control the figure on the
screen by using the |, J, K, and M
keys to move up, left, right, and down,
respectively.
There are three different coins that
appear: pennies, nickels, and dimes.
To complete the first level, you need to
gather 25 coins of any denomination.
Five additional coins are needed to
complete each subsequent level. To ad-
vance beyond level 5, you'll have to col-
lect 50 coins. The sum that you collect
doesn't matter as far as advancing to
a new level, but you do get points for
each dime, nickel, or penny. More
about scoring later.
In addition to the randomly appear-
ing coins, watch for an infrequent
smart bomb. Smart bombs clear the
screen of bullets and temporarily stun
the tanks, preventing them from firing.
When you maneuver over a smart
bomb, you'll receive a bonus bomb
that appears at the top of the screen.
Smart bombs are fired by pressing the
space bar or the fire button. At the
start of each game you have six smart
bombs. An extra smart bomb is award-
ed upon successful completion of a lev-
el. Use the smart bombs sparingly in
the opening levels. Once you reach lev-
el 5, the action picks up, and smart
bombs will be very helpful.
As the tanks fire, bullets move from
one end of the screen to the other. If a
bullet hits you, you lose a player. If a
bullet hits a coin, the coin disappears.
As if dodging bullets weren't hard
enough, you must also race the clock.
A time bar appears at the bottom of
the screen. If time expires, you lose a
player. When you lose all your players,
the game is over.
You start the game with one player
onscreen and three extras. The players
remaining are displayed at the bottom
of the screen. For each 10,000 points
reached, you receive an extra player.
For each penny you gather, you get
100 points. A nickel will earn you 500
points, and a dime is worth 1000
points. You also get bonus points at
the end of each level based on how
much time is remaining.
To pause the game, hold down the
Shift key or press the Shift Lock key.
To continue playing, release the Shift
key or press the Shift Lock key again.
COINS
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OCTOBER 1993 COMPUTE
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1611:D4 AQ FO 8D B6 D4 20 C2 BF
1619:16 A9 4B 8D D8 19 4C 86 C6
1621:17 A9 58 8D Gl D4 AY 81 57
1629:8D 64 D4 A9 69 8D G5 D4 AF
1631:A9 F@ 8D 66 D4 AY BF 8D 79
1639:18 D4 A9 FG 8D DB 19 4C 39
1641:66 17 60 A2 19 AOD BG 9D 79
1649:FF D3 CA DO FA 68 26 DS 40
1651:16 A9 20 AG BG 91 FB 60 9F
1659:20 3B @E AI GG 29 75 OF 3B
1661:20 55 G9 26 62 G9 20 89 17
1669:6D 68 A2 17 AG G9 18 26 73
1671:0A E5 A9 99 AG 19 26 LE B2
1679:AB 66 A2 17 AG G9 18 26 D2
1681:6A ES A9 Bl AG 19 26 1E 44
1689:AB 66 20 AA 17 26 A8 BB E7
1691:20 7C OB 26 64 GE 20 5D 46
1699:18 A9 1F 8D 15 D@ 26 ED 13
16A1:6C 20 59 16 A9 26 AG 1A 91
16A9:99 34 G4 88 DG FA 60 26 GC
16B1:E4 69 26 19 GA 26 4E GA OF
16B9:20 83 GA 28 62 69 4C 78 62
16C1:13 A9 GF 8D 18 D4 AY C8 CC
16C9:8D D8 19 26 66 17 AY G5 FC
16D1:8D DF 19 66 8A 85 FB A9 Fl
16D9:64 85 FC CO OG FO 11 18 13
16E1:A5 FB 69 28 85 FB A5 FC F3
16E9:69 09 85 FC 88 4C DC 16 96
16F1:66 AD DD 19 C9 O65 BY G8 D2
16F9:A9 CO 8D D8 19 4C G6 17 87
1761:A9 D4 8D D8 19 69 G1 DO BY
1769:FC EE D8 19 AD D8 19 DG Fl
1711:F4 66 38 AI GF ED D8 19 6E
1719:8D DA 19 A9 27 ED D9 19 46
1721:6D DA 19 98 3D C8 38 A9 DF
1729:E7 ED D8 19 8D DA 19 AQ 27
1731:63 ED D9 19 GD DA 19 96 BF
1739:29 C8 38 A9 63 ED D8 19 6D
1741:8D DA 19 A9 @G ED D9 19 2F
1749:6D DA 19 96 15 C8 38 A9 C6
1751:69 ED D8 19 8D DA 19 AY DF
1759:08 ED D9 19 BD DA 19 96 66
1761:61 C8 64 8D D8 19 AD OB B8
1769:1A D@ 3D AD D8 19 18 6D 24
1771:DB 19 8D DB 19 AD DC 19 95
1779:69 G6 8D DC 19 A2 18 AG FF
1781:61 AD DB 19 8D D8 19 AD 58
1789:DC 19 8D D9 19 26 13 17 42
1791:18 26 GA ES A9 G1 85 C7 97
1799:AD DC 19 AE DB 19 28 CD 35
17A1:BD A9 66 85 C7 26 4E 13 DF
17A9:66 A@® GB AD 28 99 78 G4 27
17B1:99 68 G5 99 GG G6 99 98 CA
17B9:96 C8 DG Fl 6@ AC DD 19 EO
17C1:C8 8C DD 19 A2 18 AG 24 OF
1709:18 26 GA ES AY G1 85 C7 CF
17E9:A9
17F1:CA
17F9:AC F7 19 AD F6 19 C9 F3 1E
1829:99 34 64 CE 18 1A 66 20 AA
OCTOBER 1993 COMPUTE G-27
PROGRAMS
1831:D1 15 AC DE 19 C@ 69 FO EL
1839:69 C8 8C DE 19 AY F4 99 92
1841:D5 67 60 26 G5 16 AC DE E4
1849:19 F@ @8 AI 26 AC DE 19 68
1851:99 DS 67 CO FF FG 64 88 G5
1859:8C DE 19 60 AD OB 1A DO 4F
1861:35 38 AD 66 1A FG 2F E9 2D
1869:G1 8D 86 1A C9 63 DO B5 62
1871:A9 AG 8D DB G7 C9 B9 DB OF
1879:05 A9 AG 8D CF 67 A2 18 7B
1881:A@ GE 18 20 GA E5 AD Bl C6
1889:85 C7 A9 OG AE G6 1A 26 85
1891:CD BD A9 GB 85 C7 6G 12 6B
1899:26 54 49 4D 45 3A OD 12 2c
18A1:24 36 36 36 36 30 36 20 BO
18A9:43 4F 49 4E 53 3A 26 20 41
18B1:2@ 12 26 4D 45 4E 3A 92 BY
18B9:20 26 26 20 20 20 26 20 E9
18C1:26 12 26 4C 45 56 3A 26 67
18C9:26 20 6G 88 88 CO EG FO CB
18D1:F8 FC FE FF 18 24 18 24 43
18D9:66 BD 24 24 3C 7E Dl D5 C8
18E1:D5 Dl 7E 3C 3C 7E C3 CF 38
18E9:F3 C3 7E 3C 3C 76 E7 F7 1c
18F1:F7 F7 62 3C @3 GC 38 CB 95
18F9:08 3C 66 GB 42 G6 BB 81 CC
1901:08 GG AS GB GB 81 BG GG ED
1999:42 6G 68 24 GB GG 18 BB CE
19113068 7E 66 66 42 GG BG DB DG
1919:06 61 C3 86 63 SA CO 62 11
1921:42 46 G6 7E 68 GG 24 G6 B4
1929:060 24 6G G6 24 BG BO 24 AD
1931:06 86 66 G8 GG GB BB G1 31
1939:3A 74 F2 FE FE 7C 38 FO 3F
1941:F0 F8 F8 FC FC FF EG EO A3
1949:FF FC FC F8 F8 FO FO GF 66
1951:0F 1F 1F 3F 3F FF 67 @7 BY
1959:FF 3F 3F 1F 1F OF GF FF 88
1961:FF FF FF FE 7F FE 7F 3E B8
1969:7C BE 74 62 48 G2 49 G2 18
1971:40 62 40 GE 70 3E 7C FE Al
1979:7F FE 7F FE FF FF FF 8£ AQ
1981:81 93 @6 92 45 4B 44 26 8E
1989:4F 46 26 4C 45 56 45 4c 18
1991:06 42 4F 4 55 53 3A 00 8F
1999:12 50 52 45 53 53 20 53 63
19A1:56 41 43 45 20 4F 52 26 GC
19A9:42 55 54 54 4F 4E 92 63 FA
19B1:12 20 20 20 26 54 4F 26 OC
19B9:53 54 41 52 54 20 47 41 EA
19C1:4D 45 20 24 28 26 92 68 98
19€9:12 53 4D 41 52 54 26 42 FD
19D1:4F 4D 42 53 3A 92 6G 66 98
Maurice Yanney is a frequent contrib-
utor. Some of his programs are Brick
Layer, Umbrellas, and Cats & Mice. He
lives in Lebanon, Pennsylvania.
NAME MACHINE
By Brent Spurlock
Name Machine is a utility that lets you al-
phabetize lists of peoples’ names or oth-
er items. To make the job easy for you,
you can enter names in either first-name
or last-name order, and the program will
G-28 COMPUTE OCTOBER 1993
alphabetize the names by the last
name. You can then print out the names
in various formats, including first-name or
last-name order. The program also lets
you print the list in columns.
Other features include the ability to
save and load files and to handle items
other than names, such as song titles,
books, videos, and so on. The program
is written to be as user friendly and
crashproof as possible. Just be sure
that your printer is on and ready when
you're set to print.
Typing It In
Name Machine is written entirely in BA-
SIC. To help avoid typing errors, enter
the program with The Automatic Proof-
reader. See “Typing Aids” elsewhere in-
this section. Be sure to save a copy of
the program before you try to run it.
When you run Name Machine, you'll
see the main menu and its seven choic-
es. Choices include Enter, Edit, Print,
Save, Load, Choose Format, and
Erase All Names.
Before you alphabetize a list of
names, you must first decide on a for-
mat for entering them. By selecting
Choose Format, you'll see three op-
tions: First name Last name; Last
name, First name; and No names. The
first two choices let you select which-
ever way is easier for you to enter
names, either with the first or last
name first. In either of these formats,
the program will still alphabetize the
list by last names.
The third choice allows you to enter
items that are not names of people.
These may be song titles or any other
items you might like.
The current format is shown on the
main menu under the Choose Format
choice. The default format is First
name Last name. After you've selected
a format, select Enter from the main
menu to begin entering your names.
To enter a name, type it as indicat-
ed by the prompt and then press Re-
turn. The prompt states the current for-
mat, and the current record number is
at the top of the screen. To exit to the
main menu, type / followed by Return.
As a shortcut, you may go directly to
the edit menu by typing E followed by
Return.
To edit or view the names, select Ed-
it from the main menu. The names will
be displayed up to 20 at a time. If the
list is longer than 20 names, press Re-
turn to continue listing. To return to the
main menu, press M.
To edit a name, enter the number be-
side that name and press Return. The
name will be shown followed by a
prompt to reenter the name correctly.
Type the name as you would like it. If
you would like to delete the name,
type D followed by a Return.
To print the list of names, select
Print from the main menu. You will be
asked if you want the first or last name
printed first. Press either F or L. You'll
then be asked whether on not you
want the names numbered. You'll then
be asked if you are using single
sheets or continuous paper.
You'll then be asked how many spac-
es you want between names. You can
have up to three spaces between
each name. If your list is long enough
to print more than one page, you'll be
asked whether you want it printed in
two columns.
The final prompts asks for a list title.
If you want one, enter a title and press
Return, If any of your choices are
wrong, press Q to quit and return to
the main menu. Make sure the printer
is on and the paper is ready and then
press any key to print.
To save or load a file, select the op-
tion from the main menu and then
type in the filename. The filename can
contain up to 15 characters. If you
change your mind, enter M to return to
the menu. Any disk errors will be dis-
played on the screen, and you'll be giv-
en a prompt to start over.
To erase the names from a list, se-
lect Erase All Names from the menu.
You will be asked if you are sure. Be
careful with this option; once the
names have been erased, they cannot
be recovered.
NAME MACHINE
MS 10 REM COPYRIGHT 1993 - COM
PUTE PUBLICATIONS INTL L
TD - ALL RIGHTS RESERVED
RT=@:FT=1:FT$(1)="FIRST
{SPACE}NAME LAST NAME":F
T$(2)="LAST NAME, FIRST
{SPACE}NAME" =
FT$(3)="AS IS"
RS=CHR$ (13) :NU=1:DIMNAS (
350) ,OG$ (35) : POKE53280,
15: POKE53281,15:POKE646,
RE 20
EE 36
KD 46
XA
XM
BH
PP
51
52
55
60
61
62
63
64
70
80
166
101
142
103
104
105
116
136
isu
132
133
134
135
136
138
146
145
156
155
168
6
PRINT" {CLR} {12 SPACES}
{YEL} {A} RRA KA RAR RRR RR
{s}"
PRINT" HREKKHRRERE LY)
{PUR} NAME {SHIFT-SPACE }MA
CHINE TYEL} {Q}* RAHA ARERR
ae CHRA (14); paanhanee. 5a
PRINT"{12 SPACES} {Z}****
KAR KKKEHEHEX} [DUR] ———
PRINT" {2 DOWN}PLEASE ENT
ER{SHIFT-SPACE}NUMBER
TSHIFT-SPACE}OF —_—
{ SHIFT-SPACE} SELECTION
{BLU} "RSRS
PRINT"1...ENTER"RSRS; "2.
- -EDIT"RS
PRINT"3...PRINT"RSRS"4..
«SAVE"RSRS"5...LOAD"RSRS
"6,..ERASE ALL NAMES"
PRINTRS"7...CHANGE INPUT
FORMAT"
IF FT=3 THEN PRINT"
{4 SPACES}(NO NAMES) ":GO
TO76
PRINT "{4 SPACES} ("FTS(F
p)")"
GETAS: IFAS<"1"ORAS>"7"TH
EN70
A=VAL(A$):ONA GOTO 100,3
86,600,860,966,1000,1108
E=0:PRINT"{CLR}{YEL}"TA
B(13) "{AP*RRRRRRRARRES)
"
PRINTTAB(13)"- {PUR}NAM
E #"NU TAB(25)"{YEL}="
PRINT" {YEL}{40 T}"
PRINT"{BLU}TYPE {PUR}M
{BLU} TO EXIT TO MAIN M
ENU"
PRINT"TYPE {PUR}E{BLU}
{SPACE}FOR EDIT MENU"
PRINT"{PUR}{3 DOWN}ENTE
R{SHIFT-SPACE}NAME ("FT
5 (FT) ") "RS" {BLU} (DOWN} ?
{@}";:ps=""
GOSUB1399
IFAS=""THEN1GG
IFAS="M"ORAS="M"ORAS="M
ENU"THEN280
IFAS="D"ORAS=
6
IF E=1 THEN GOSUB 296
IF A$="E" OR AS="E" OR
{SPACE}AS="EDIT" THEN R
T=1:GOTO300
OGS$=aAS
IF FT=3 THEN NAS=A$:GOT
0266
IF FT=2 THEN 176
A=LEN (A$) :C=A:B=@
THEN 5@
IF MID$(A$,A,1)="_" THE
N 166
A=A-1:B=B+1: IFA=GTHENNA
$=A$:GOTO268
GOTO145
B$=RIGHTS (AS$,B) :CS$=LEFT
EM
Js
QH
FB
XB
DQ
BX
RR
AX
GP
ss
PX
CK
179
175
188
185
196
266
265
216
226
236
248
258
266
278
280
282
285
296
298
308
304
365
306
368
309
3190
328
325
327
336
331
332
333
334
335
336
338
$(AS,C-B) :NAS=BS+", "+C
$:GOTO20G
A=LEN (A$) :C=A:B=1
IF MID$(A$,B,1)= "," TH
EN 196
IF B=A THEN NAS=A$:GOTO
206
B=B+1:GOT0175
BS=RIGHTS (A$ ,C-B) :C$=LE
FTS$ (A$, (B-1)) :OG$=BS+"
{SPACE}"+C$:NAS=AS
D=1
REM PRINTLENHRS (142)
IFD>NUTHENNAS (NU) =NAS:0
G$ (NU) =0OG$:GOT026G
IFNAS$>NAS (D) THEND=D+1:G
oT0219
B=NU:FORI=1TONU-D
NAS (B) =NAS (B-1) :0G$(B) =
OG$ (B-1) :B=B-1:NEXT
NAS (D) =NAS$:0G$(D) =OG$
NU=NU+1: PRINTCHRS (14) :I
FE=1THEN458
GoTO190
IFE=1THENE=0:GOTO458
IFRT=1THENRT=0:GOTO1G0
GOTO5a
NAS (C) =NA$ (C+1) :0G$(C) =
OG$(C+1):IFC<NU THEN C=
C+1:G0T029¢
NU=NU-1: RETURN
A=l1
PRINT" {CLR}{6 SPACES}
{PUR} PLEASE
{SHIFT-SPACE } SELECT
{ SHIFT-SPACE }NUMBER
{SHIFT-SPACE}TO _
{SHIFT-SPACE}EDIT{YEL}"
PRINT"{5 SPACES}{30 T}
{BLU}"
IF NU<=20 THEN 309
PRINT"HIT {PUR}RETURN
{BLU} TO{SHIFT-SPACE}CO
NTINUE{SHIFT-SPACE}LIST
Inc"
PRINT"TYPE {PUR}M(BLU}
{SPACE}TO EXIT TO MAIN
{SPACE }MENU"
FORI=1T020
IFA<=9THENPRINT" ";A;NA
$ (A) :A=A+1:G0T0327
PRINTA; NAS (A) :A=A+1:C=6
NEXT :C=0
PRINT"? {@}";:DS=""
GETZ$: IFZ$=""THEN331
IFZS=CHRS (13) ORZS=CHRS (
141) THENAS=D$:GOTO349
IFLEN (D$) =GANDZS=CHRS (2
6) THEN331
IFZS=CHRS (20) THENDS=LEF
TS$(DS$,LEN(D$) -1) :PRINT"
{LEFT} {LEFT}"ZS"{@}";
IFZS<" "ORZS>CHRS$(130)A
NDZS<CHRS$ (160) THEN331
IFLEN (ZS) >3THEN331
IF Z$="M" OR ZS="M" OR
{SPACE }Z$="MENU"THEN282
QX
ss
339
348
358
355
368
379
388
398
496
416
426
436
456
453
455
458
459
569
516
520
536
606
695
668
616
615
626
626
627
628
629
638
631
632
DS$=D$+Z$: PRINT" {LEFT }"Z
S"{@}
IF AS$=""THEN376
B=VAL (AS)
IFB<=GORB>=NUTHENFORI=G
TOLEN (AS) : PRINT" {LEFT}
{SPACE} {LEFT}";:NEXT:PR
INT"{@}"; :DS="":GOTO331
GOTO48G
IFA>=NUTHENA=1:GOTO304
GOTO 304
GOTO134
PRINT"{CLR}{3 DOWN}TYPE
{PUR}D{BLU} TO DELETE-
{SPACE}NAME"
PRINT"TYPE {PUR}M{BLU}
{SPACE}TO RETURN TO MEN
on
PRINT"{2 DOWN}OLD
{ SHIPT-SPACE}ENTRY-~-"NA
$ (B)
PRINT" {DOWN} {PUR} TYPE
{SHIFT-SPACE}IN
{ SHIPT-SPACE } NEW
{SHIFT-SPACE}ENTRY (LAS
T NAME, FIRST NAME)
{BLU}"RSRS"? {@}";
E=1:Q=NU:TF=FT:D$="":C=
B
IF FT=3 THEN 1190
FT=2:GOTO1190
NU=Q:FT=TF:E=G:IF RT=1
{SPACE}THEN RT=0:GOTO1@
7]
GOTO30G
PRINTRSRS"ARE YOU SURE?
(x/N)"
GET A$:IFAS=""THEN510
IFAS="N"ORAS="N"THEN E=
@:NU=Q:FT=TF:GOTO306
GOSUB298:GOTO30G
PRINT" {CLR} {DOWN} {PUR}
{5 SPACES}TYPE M TO RET
URN TO MAIN MENU{YEL}"
PRINT"{5 SPACES}{29 T}
{BLU}
PRINT" {DOWN}PRINT {PUR}
F{BLU}IRST OR {PUR}L
{BLU}AST NAME FIRST?";
GET AS: IFAS<>"F"ANDAS<>
"E"ANDAS<>"L"ANDAS<>"L"
ANDAS<>"M"ANDAS<>"M"THE
N 610
IFAS="M"ORAS="M"THENSO
PRINTAS$:A=1: IFAS="F"ORA
S="E"THEN A=G
PRINTR$"NUMBER LIST OF
{SPACE}NAMES? (¥/N)";
GOSUB797
IFAS="M"ORAS="M"THENSG
PRINTAS$:D=1: IFAS="Y"ORA
S$="Y"THEN D=G
PRINTRS"ARE YOU USING S
INGLE SHEETS? (¥/N)";
GOSUB797
PRINTAS$:0=1: IFAS="Y"ORA
S="Y"THEN O=G
OCTOBER 1993 COMPUTE G-29
PROGRAMS
BR
G-30
635
636
637
641
642
643
644
645
646
647
648
649
656
651
655
656
657
658
659
666
661
662
663
664
666
667
669
676
686
682.
708
765
768
716
715
728
PRINTRS"NUMBER OF LINES
BETWEEN NAMES (0-3) ?";
GETAS: IFAS<"G"ORAS>"3"T
HEN636
F=VAL (A$) : PRINTF
IF (NU* (F+1) ) <SSTHEN645
PRINTRS"PRINT IN TWO CO
LUMNS? (¥/N)"
GOSUB797_
P=O:1F AS="Y"ORAS="Y"TH
ENP=1
PRINTRS"TYPE TITLE: {@}
";:DS=""5GOSUB1300:BS=A
$
PRINTR$"{3 DOWN} {PUR}PR
ESS {SHIFT-SPACE}ANY
{SHIFT-SPACE}KEY
{SHIFT-SPACE}TO
{ SHIFT-SPACE} BEGIN
{SHIFT-SPACE}PRINTING"
PRINT"{2 DOWN}TO CANCEL
PRESS {RVS}Q{OFF)"
GETAS: IFAS=""THEN648
IF AS="Q"THENSO
OPEN 4,4,7:G=INT (LEN (BS
)/2) :PRINT#4,RS
FORI=1T0 (40-G) : PRINT#4,
" "NEXT: PRINT#4,BSRSR
$
IFP=1THEN700
FORI=1TONU
GETAS$: IFAS="Q"THEN5G
IFM<=55THEN666
M=L:IF O=1 THEN 664
PRINT" {CLR}{3 DOWN} PRES
S{SHIFT-SPACE } ANY
TSHIFT-S PACE} KEY
{ SHIFT-SPACE}TO
{SHIFT-SPACE }CONTINUE"
PRINT"{2 DOWN}TO CANCEL
PRESS {RVS}Q{OFF}"
GETAS: IFAS=""THEN662
PRINT" {CLR}"z PRINT#4,R
$,R$,RS:GOTO666
FORB=1T05: PRINT#4,RS:NE
XTB
IF D=GANDI<=9THENPRINT#
4," "31;:GOTO669
IF D=@THENPRINT#4,1;
IF A=GTHEN PRINT#4,0GS (
I) :GOTO68¢
IF A=1THEN PRINT#4,NAS (
I)
IFF>OTHENFORQ=1TOF: PRIN
T#4,"":M=M+1:NEXTQ
M=M+1:NEXT:CLOSE4:GOTO5
8
M=1:Q=1:I=1:LN=INT (55/(
F+1)):IFF>OTHEN LN=LN+1
K=I: IFI>NUTHENCLOSE4:GO
TO5O
GETA$: IFAS="Q"THENCLOSE
4:GOTO5B
IFM<=LNTHEN745
M=1:I=I+LN:K=I:Q=l:IF O
=1 THEN 746
PRINT" {CLR}{3 DOWN}PRES
COMPUTE OCTOBER 1993
MK
HS
JD
RP
KH
CK
DR
RR
AQ
XE
DK
CH
PX
cs
HQ
RP
MK
BP
AQ
JE
EQ
GB
Cx
JH
725
736
735
746
745
750
755
768
765
775
786
799
795
797
798
799
808
805
868
810
826
899
988
985
968
919
919
920
921
922
924
925
S{SHIFT-SPACE }ANY
TSHIFT-SPACE}KEY
{SHIFT-SPACE}TO
{SHIFT-SPACE}CONTINUE"
PRINT"{2 DOWN}TO CANCEL
PRESS Q"
GETAS: IFAS=""THEN73@
PRINT" {CLR}":PRINT#4,RS
+RS,R$:GOTO745
FORB=1T010:PRINT#4,
EXTB
IF D=GANDK<=9THENPRINT#
4,"{3 SPACES}";K;:GOTO7
55
IF D=GTHENIFNAS (K) <>""T
HENPRINT#4,"{2 SPACES}"
iK;
IF A=QTHEN PRINT#4,0GS(
K) 7:GOTO765
IF A=1THEN PRINT#4,NAS (
K);
IF Q=0THEN78@
K=I+LN:FORJ=1T040- (LEN (
NAG (I))+3) :PRINT#4," ";
?=NEXTJ:Q=0:GOTO745
K=1:Q=1
FORQA=GTOF: PRINT#4,
EXTQA
M=M+1:I=I+1:GOTO765
GET AS:IF AS<>"Y"ANDAS<
>"Y"ANDAS$<>"N"ANDAS<>"N
wisn
wen
"ANDAS<>"M"ANDAS<>"M"TH
EN797
IFAS="M"ORAS="M"THEN5SG
RETURN
PRINT" {CLR} {DOWN} TYPE
{PUR}M{BLU} TO EXIT TO
{SPACE}MAIN MENU"
PRINT"{2 DOWN} {PUR}TYPE
TITLE TO SAVE: {@}
{BLU}"; :D$= OSUB1308
IFAS="M"ORAS="M"THEN5G
OPEN8,8,4,"@0:"+AS+",SE
Q,W"
PRINT#8 ,NU:FORI=LTONU: P
RINT#8,OG$ (I) :NEXTI
CLOSE8:GOTO5G
PRINT" {CLR} {DOWN} {BLU} T
YPE {PUR}M{BLU} TO EXIT
TO MAIN MENU"
PRINT" {2 DOWN} {PUR}TYPE
TITLE TO LOAD: {BLU}
<@}"; :DS="":GOSUB1398
IFAS="M"ORAS="M"THEN5G
OPEN8,8,4,AS+",SEQ,R"
INPUT #8 ,NU:FORI=1T0 (NU-
1) s INPUT#8 ,OG$ (I) :NEXTI
:CLOSE8
IFOGS (1) <>""THEN924
OPEN15,8,15:INPUT#15,AS
+ BG: PRINTRSRSRS"{ PUR} "B
$:CLOSE15
NU=1:FORZ=1T0190G:NEXTZ
:GOTO9BB
PRINTRS$"{3 DOWN}{PUR}PL
EASE WAIT{BLU}"
FORI=1TONU:AS=0GS (I
HP
PE
AM
HK
RR
GQ
KP
SH
928
936
946
956
955
960
996
1606
10695
1616
1615
1626
1636
1166
1119
11206
1130
1146
1145
1147
1148
1149
1158
1166
1366
1316
1326
13398
1349
A=LEN (A$) :C=A:B=0
IFA=QTHENOGS (I) =
0996
IFMIDS (A$,A,1) =CHRS (32
THEN96G
A=A-1:B=B+1: IFA=Q0THENNA
$=AS:GOTO966
GoT094¢
BS=RIGHTS (A$,B) :CS$=LEFT
$(AS,C-B) :NAS$ (I) =BS+",
{SPACE}"+C$
NEXTI:GOTO5G
PRINT" {CLR}{3 DOWN}ERA
SE ALL NAMES"
PRINT" {DOWN} {PUR}ARE Y¥
OU SURE (Y/N) {7}"_
GET AS: IFAS=""THEN 101
6
PRINT" {3 DOWN} {PUR}PLE
ASE{SHIFT-SPACE}WAIT
{BLuU}"
IFAS="N"THEN 50
FORI=0T0349:NAS(I)="":
OGS$ (I) =""sNU=1L:NEXTI:G
OTO5a
PRINT" {CLR} {PUR}
{2 DOWN}PLEASE
{SHIFT-SPACE} SELECT
{ SHIF T-SPACE} FORMAT
{SHIFT-SPACE}FOR
{ SHIFT-SPACE } ENTERING
{SHIF T-SPACE} NAMES
{BLU}"
PRINT" {2 DOWN}1...FIRS
T NAME LAST NAME"
PRINT" {DOWN}2...LAST N
AME, FIRST NAME"
PRINT" {DOWN}3...NO NAM
ES (USE FOR NAMES OTHE
R THAN"
PRINT SPC(14)"PEOPLE-
{SPACE} SONG TITLES, ET
c.)"
PRINT"{2 DOWN}NOTE: TH
E FORMAT IS FOR ENTERI
NG NAMES"
PRINT"{6 SPACES}ONLY.
{2 SPACES}THEY WILL ST
ILL BE ALPHA-"
PRINT" {6 SPACES}BETIZE
D BY THE LAST NAME, UN
LESS"
PRINT"{6 SPACES}NO NAM
ES IS SELECTED."
GET A$:IF AS<"1" OR AS
>"3" THENLISOLIST1145-
FT=VAL (A$) :GOTO5G
GETZ$: IFZS=""THEN1309
IFZ$=CHRS$ (13) ORZS=CHRS
(141) THENAS=D$: RETURN
IFLEN (D$) =GANDZS=CHRS (
20) THEN1300
IFZ$=CHRS$ (20) THENDS=LE
FTS (D$,LEN(D$) -1) : PRIN
T"{LEFT} {LEFT}"ZS"{@}
u,
7
IFZS$<" "ORZS$>CHRS (130)
"3;GOT
ANDZ$<CHRS (160) THEN13@
6
SE 1358 D$=D$+Z$: PRINT" {LEFT}"
ZS"{@}"; :GOTO1L3GG
XQ 1500 LD=1:GOTO59
Brent Spurlock wrote this program af-
ter his mother couldn't understand why
it was so much trouble to alphabetize
a list of names using a database, He
lives in Green Forest, Arkansas.
MEGAMORPH
By Tom Zdanowicz
If you've seen any sci-fi movies or TV
shows recently, you've probably seen
characters from the future who change
their shapes at will. This metamorphic
technique is achieved by computers,
and now you can morph with your 64.
Megamorph can take two bitmapped
images and render up to a 99-frame mor-
ph of the first image as it transforms into
the second. The program works with any
graphic images that you've saved to
disk as either PRG or SEQ files.
You'll also need a copy of Gazette's
HAG (High-resolution Animation Gener-
ator) from the April 1992 issue. HAG
makes minimovies on a 64 by loading
each frame, compressing it, and then sav-
ing the whole sequence as a stand-alone
program ready for playback.
Megamorph will do all the hard work
for you. It'll load your images one at a
time, map each pixel to disk, and render
each frame into a smooth metamorpho-
sis of the first image as it changes into the
second.
All this work can take a lot of time be-
cause a single, full-screen bitmapped im-
age can have up to 64,000 pixels. The
computer doesn't have enough memory
to store the coordinates of all the pixels
in the first and second images, so the da-
ta is stored on disk as what | call start
points and stop points.
The computer then reads the data and
calculates and draws each frame of the
transformation for you. You can custom-
ize the animation by selecting the num-
ber of frames and image size as well as
other parameters.
Entering the Program
Megamorph's main program is written
in BASIC, but it uses a machine lan-
Quage subroutine to speed up the scan-
ning and plotting of images. To help
avoid typing errors, use The Automat-
ic Proofreader to enter the BASIC pro-
gram. See “Typing Aids" elsewhere in
this section. Be sure to save a copy be-
fore you attempt to run it. Watch lines
95 and 8242. They are too long to fit
on two screen lines without using abbre-
viations. For the proper Proofreader
checksums, list the line after you've en-
tered it, cursor to it, and press Return.
To enter the machine language por-
tion of the program, you'll need MLX,
our machine language entry program;
again, see “Typing Aids.” When MLX
prompts, reply with the following.
Starting address: C000
Ending address: C1F7
Save this routine with the filename
MORPH.ML on the same disk as Mega-
morph. The BASIC program will load
the file when it is first run.
Using the Program
Load and run Megamorph as you
would any BASIC program. After the
ML file loads, you will be prompted for
a work disk containing your two imag-
es. These can be created with a graph-
ics program such as The Print Shop,
WorldMap 64, LISA, or whatever you
have. The graphics should be two-col-
or, high-resolution images saved as
standard noncompressed PRG or SEQ
files.
Save the first image on your work
disk with the filename 1PAG, and save
the second image as 2PAG. If you are
uncertain about the compatibility of
your files, use the Look option in the
main menu to check them. This option
will be described in more detail later.
Make sure there's enough room on
your work disk to store all the slides
and start points/stop points (S/S) files.
Each frame can be anywhere from 2 to
32 blocks in size, depending on the
size of your images. These and the S/
S files can easily fill a disk. Keeping im-
age sizes to half the screen or less will
usually leave plenty of room for slides.
After inserting the work disk, press a
key to see the main menu. The num-
bered options are as follows.
1. Load keyframes and morph
(builds S/S). This option loads and
maps each image to disk and builds
the start points and stop points files for
morphing. After the S/S files have
been created, the program will pro-
ceed to render each frame of the mor-
ph. (See Parameter Setup below.)
2. Morph existing S/S files. In order
for this option to work correctly, you
must have first used option 1 to gener-
ate the S/S files. Then this option will
set up parameters and proceed with
the rendering without having to rescan
and map the original images. (See Pa-
rameter Setup below.)
3. Look. This option allows viewing
of a PRG or SEQ bitmap file so you
can check the compatibility of your
graphics. After selecting the file type
and name, your image will be dis-
played if it's compatible. Press any key
to exit this option.
4. Exit. This option reboots BASIC
and erases the program.
Parameter Setup
After selecting option 1 or 2, you will
be prompted for the file type, number
of rows in each image, the number of
frames to render, and a frame offset.
For file type simply press P for PRG
or S for SEQ files. This is the file type
of your before and after images.
The number of rows refers to the
size of each image. You have a mini-
mum of 1 row and a maximum of 25,
Measuring from the top of the screen,
enter the approximate size in rows for
each image. This determines how
much of each image is to be scanned
and mapped since you may not always
want full-screen images. The size of
each frame rendered will be the larger
of the two images.
The number of frames that you se-
lect can be 2-99. The more frames, the
smoother the morphing effect will be.
But with more frames, you'll also use
more disk space. If the disk fills up be-
fore the last frame is rendered, no
more frames will be saved.
Finally, the frame offset enables you
to start the rendering at a frame num-
ber other than 1. Rendering will begin
with the next frame after the offset.
This means an offset of 5 will begin ren-
dering at frame 6, which is useful in
chaining one morph to another.
Once your images are ready, load
and display them with HAG. It will con-
vert them into a stand-alone program
for viewing.
OCTOBER 1993 COMPUTE G-31
PROGRAMS
A Few Notes
The amount of time it takes to render a
sequence is related directly to the num-
ber of frames and the size of the imag-
es. Smaller sequences can be ren-
dered within an hour, while larger,
more detailed sequences can take 8-
12 hours or more. The results, howev-
er, are well worth the wait. | usually set
up large images on my computer be-
fore | go to bed and awake to a new
morph in the morning.
Another thing worth mentioning is
that during testing | seem to have dis-
covered a possible bug in the HAG pro-
gram in that no two slides can be iden-
tical. HAG can load them, but when
they're played back, strange things
can happen. Also, with less than full-
screen sequences, the HAG program
doesn't blank the rest of the screen.
While this can be annoying, it isn’t a ma-
jor problem. (Editor's note: HAG and all
of the other programs on the April
1992 Gazette Disk are still available.
The U.S. price is $11.95. Write to Ga-
zette Disk, COMPUTE Publications,
324 West Wendover Avenue, Suite
200, Greensboro, North Carolina
27408. You can order by credit card
by calling 919-275-9809.)
To let the user know what the pro-
gram is doing, the border color will
change according to what is taking
place. The colors are as follows. Blue
indicates an image is loading. Red in-
dicates an image is being scanned
and mapped to disk. Yellow means the
program is comparing and equalizing
S/S files. Green indicates a frame is be-
ing rendered. Light blue indicates the
program is saving a slide to disk.
When it has finished rendering, the
program will flash the border and
sound an alarm, Press any key to turn
off the alarm and return to the main
menu.
Any disk errors that occur during
mapping or rendering are usually fatal,
so make sure that you have the prop-
er files on your work disk. If you select
option 1, make sure there are no S/S
files on your work disk because it will
try to create them, producing a disk er-
ror and possible crash. Also, if your
disk contains slides from another mor-
ph, make sure you don't try to create
slide numbers that already exist. This
too will cause an error. If you wish to
G-32 COMPUTE OCTOBER 1993
add one morph to another, use the off-
set to render the new morph, starting
with the next available slide number.
Experimentation is the best way to re-
alize the full potential of Megamorph.
There is no limit to the detail of the im-
ages, and they don't even have to be
the same size or on the same section
of the screen. I've used this program to
create some truly dazzling morphing se-
quences that have been used for eye-
catching titling and graphics effects.
MEGAMORPH
JF 16 REM MEGAMORPHS V2.8 BY T
OM ZDANOWICZ
HM 84 REM COPYRIGHT 1993 - COM
PUTE PUBLICATIONS INTL L
TD - ALL RIGHTS RESERVED
SR 85 IPA=GTHENA=1:LOAD"MORPH.
ML",8,1
GS 94 OPEN15,8,15
AQ 95 PRINT"{CLR}":POKE53286,G
:POKES3281,0:PRINT"
{2 SPACES}PLEASE INSERT
{SPACE}WORK DISK WITH IM
AGES"
MC 96 PRINT"{5 SPACES}AND PRES
S A KEY TO CONTINUE"
CH 97 GETAS:IPAS=""THEN97
AF 169 PRINT" {CLR}":POKE5328@,
6: POKE53281,9
RJ 116 PRINT: PRINT: PRINTSPC(14
) " {BLU }MEGAMORPHS"
CF 1286 PRINT SPC(14)"{1G Y}":P
RINT: PRINT
JG 136 PRINT "{CYN}1. LOAD KEY
FRAMES & MORPH. (BUILDS
{SPACE}S/S)":PRINT
DR 14@ PRINT "2, MORPH EXISTIN
G S/S POINTS FILES": PRI
NT
BH 155 PRINT "3, LOOK": PRINT
BC 157 PRINT "5. EXIT"
DM 166 GET C$:C=VAL (C$) :IFC<10
. RC>STHEN 166
CQ 174 ON C GOTO 266,198,6921,
186
XF 180 SYS64738
CF 199 GOSUB 9660:GOTO8626
DG 268 REM *SET BITMAP AND LOA
D KEYFRAMES*
PX 264 PRINT"IMAGE FILE TYPE (
{RVS}P{OFF}RG/{RVS}S
{OFF}EQ) ":GETEFTS
MX 265 IFFTS<>"S"ANDFTS<>"P"TH
ENPRINT"{2 UP}":GOTO264
QD 266 GosUB9G6
XQ 230 REM *******LOAD KEYFRAM
E]L***eeee
FF 241 MB=N1*320:NMS="0:1PAG,"
+FTS+",R"
CB 258 GOSUB6040:0PENS,8,5,"9:
STARTPOINTS,S,W":YMAX=N
1*8:GOSUB368:L1=CT
AS
Js
HK
CA
MR
PR
CA
HP
XP
PD
252
253
268
297
308
361
316
326
338
348
6016
6621
6625
6426
6836
6631
6935
6946
6856
6655
6057
6065
6876
6675
6076
6089
6195
6165
6187
6119
76108
7626
MB=N2*320:NMS="@: 2PAG,"
+FTS+",R"
GOSUB6040:0PEN5,8,5,"@:
STOPPOINTS,S,W": YMAX=N2
*8:GOSUB 369:L2=CT
GOSUB 7031:GOTO8626
REM *** MAP IMAGE TO DI
SK wkKKK
POKE53280,2:CT=0: FORY=0
TOYMAX: FORX=0T0319
HB=INT (X/256) :LB=X~- (256
*HB)
POKE 840,LB:POKE841,HB:
POKE842,Y:POKE 766,0:SY
$49271
IF PEEK(767)=@ THEN 348
PRINT#5,X:PRINT#5,Y:CT=
CT+2
NEXT : NEXT :CLOSE5: RETURN
REM ***VIEW IMAGE FILE
ke KK
GOSUB6025:GOTO6165
PRINT"IMAGE FILE TYPE
{SPACE} ({RVS}P{OFF}RG/
{RVS}S{OFF}EQ)":GETFTS
IFFTS<>"S"ANDFTS<>"P"T
HENPRINT"{2 UP}":GOTO6
925
PRINT" {CLR}": INPUT" FIL
ENAME TO VIEW";NS:NMS=
"O:"4NS+", "4PTS+", RM
IFFTS="P"THEN6G55
INPUT"NUMBER OF ROWS T
O VIEW/SAVE";NR:MB=NR*
326
SYS49161:POKE680,12:SY
$49226
BC=PEEK (53280) : POKE532
80,6:0PEN5,8,5,NM$:GOT
06857
SYS49161:POKE68G,12:SY
S49220:POKE147,0:SYS57
812N$,8,1:SYS62631:GOT
06185
AD=8192:NB=0
GET#5,X$
IFX$=""THENXS=CHRS (G
X=ASC (X$) : POKEAD, X:AD=
AD+1:NB=NB+1: IFNB=MBTH
EN6106
IF ST=64THEN6106
GOTO6G6G
CLOSES: POKE53288,BC:RE
TURN
GETAS: IFAS=""THEN6195
REM ***RECOVER TEXT MO
DE******{5 SPACES}6168
REM KaeKKKKKKKK KKK KKK
KKK RR RK
POKE53265, PEEK(53265)A
ND223: POKE53272, (PEEK (
53272) AND24G)OR4:GOTOL]
GG
REM ** REMAP AND EQUAL
IZE ***e*
REM * STARTPOINTS/STOP
POINTS *
KG
CA
PQ
Gs
MB
JR
FD
RJ
Js
7631
7048
7056
7066
7876
7088
79096
7168
7116
7126
7121
7136
7148
7156
7208
7210
7220
7236
7246
7256
7266
7276
7286
7298
8006
8619
8620
8021
8022
8623
8624
8625
8026
POKE53286,7
IFL1<L2THEN
IFL2<LITHEN 7206
IFL1=L2THEN RETURN
OPENS ,8,5,"@:STARTCOPY
1S,W":OPEN6,8,6,"G:STA
RTPOINTS,S,R"
INPUT#6,X: INPUT#6,Y:SU
=ST:PRINT#5,X:PRINT#S,
Y: IFSU=64THEN7100
GOTO7G8G
CLOSE5:CLOSE6
OPENS, 8,5,"@:STARTPOIN
TS,A":OPEN6,8,6,"@:STA
RTCOPY,S,R"
INPUT#6,X:INPUT#6,Y¥:SU
=ST: PRINT#5,X:PRINT#5,
¥:L1=L1+2:IFL1=L2THEN7
150
IFSU=64THEN7140
GoTo 7126
CLOSE6:0PENG,8,6,"G:ST
ARTCOPY,S,R":GOTO7120
CLOSE5:CLOSE6:PRINT#15
,"S@:STARTCOPY": RETURN
OPENS, 8,5,"@:STOPCOPY,
S,W"3sOPEN6,8,6,"8:STOP
POINTS,S,R"
INPUT#6,X:INPUT#6,Y¥:SU
=ST:PRINT#5,X:PRINT#5,
¥: IFSU=64THEN723@
GoT07216
CLOSE5:CLOSE6
OPENS,8,5,"@:STOPPOINT
S,A":OPEN6,8,6,"@:STOP
COPY,S,R"
INPUT#6,X:INPUT#6,Y:SU
=ST:PRINT#5,X:PRINT#5,
¥:L2=L2+2:1EL2=L1THEN7
296
IFSU=64THEN7280
GOTO 7256
CLOSE6:0PEN6,8,6,"0:ST
OPCOPY,S,R":GOTO7250
CLOSE5:CLOSE6:PRINT#15
+"S@:STOPCOPY": RETURN
REM kkk kk KKKKK KKK KEK
KKK
REM *** MORPH TWO IMAG
ES ***
REM **** MAIN MENU OPT
ION 2 HERE**
PRINT: PRINT:OPEN5,8,5,
"O:STARTPOINTS,S,R":L1
=6
INPUT#5,V:L1=L1+1:1FST
<>64THEN8G22
PRINT" {PUR}NUMBER OF P
IXELS IN S/S FILES=
{GRN}"; INT (L1/2
PRINT: PRINT"{7 SPACES}
{RED} {RVS}PRESS A KEY
{SPACE}TO CONTINUE
{OFF} {CYN}":CLOSES
GETAS: IFAS=""THEN8G25
REM ***MAIN MENU OPTIO
N 1 HERE**
7076
MM
BQ
AS
FS
DP
FS
8027
80395
8048
8045
8650
8655
8060
8076
8680
8096
8091
8992
8093
8105
8111
8200
8261
8202
8246
8242
8244
8500
8510
8520
8536
8540
8550
8568
8579
8580
8598
8608
8700
8716
8729
POKE53280,5
SS=1/NS
FORI=STONS:SYS49161: PO
KE686,12:SYS49226:IA=1
*SS
OPEN5S,8,5,"@:STARTPOIN
TS,S,R":0PEN6,8,6,"0:S
TOPPOINTS,S,R"
FORJ=OTOLISTEP2
INPUT#5,X:INPUT#5,Y:IN
PUT #6 ,X2:INPUT#6 ,Y2
X1=X+IA* (X2-X) :YL=Y+IA
* (¥2-Y)
HB=INT (X1/256) :LB=X1~(
256*HB)
POKE840,LB:POKE841,HB:
POKE842,Y1:POKE766,1:S
Y¥S49271
NEXT: CLOSE5:CLOSE6
REM ***BUILD SLIDE FIL
ENAME**
IFI=SI THEN GOSUB 8700
GOSUB 8500
BC=PEBK (53280) : POKES32
86,14:SYS49612:POKE532
80,BC:NEXT
REM ****RECOVER TEXT M
ODE****
POKE53265, PEEK (53265)A
ND223: POKE53272, (PEEK (
53272) AND24G) OR4; PRINT
"{CLR}"
PRINT: PRINT: PRINT"
{11 SPACES} {CYN}MORPH
{SPACE}FINISHED"
PRINT: PRINT: PRINT: PRIN
7: PRINT: PRINT: PRINT"
{11 SPACES}{RVS}{BLU}P
RESS ANY KEY{OFF}"
GETAS: IFAS<>""THEN1GG
POKE54296,21:POKE54277
,9:POKE54278,0: POKES42
73,48: POKE54276,32:POK
E£54276,33
POKE53280,253- (PEEK (53
28G)+1) :FORD=1T0300:NE
XT: GOTO8246
SN=I+1+0S:S$=STR$(SN)
IFSN>9THEN854G
S$=MID$(S$,2,1):SS="@"
+S$
GOTO 855G
SS=MID$(S$,2,2)
SNS="SLIDE"+SS$
MM=757:FORP=1T07:K$=MI
DS (SN$,P,1) : POKEMM, ASC
(KS) :MM=MM+1:NEXT
IFN1L>N2THENMB=N1* 320
IFN2>NLTHENMB=N2* 326
IFN1=N2THENMB=N1*328
LA=8192+MB: LH=INT (LA/2
56) :LL=LA- (256*LH) :POK
E755,LL: POKE756,LH:RET
URN
I1=1:01=0S:0S=9
FORI=SITOEI:GOSUB8596
BC=PEEK (53280) : POKE532
8730
96080
PP
PA
HP
AJ
AP
AM
KX
AK
9005
90198
9612
9615
80,14:SYS49612:POKE532
80,BC:NEXT
1=11:0S=01:RETURN
INPUT"#{RIGHT}ROWS IN
{SPACE} IMAG1 (1-25) ";N1
: IFN1<1ORN1>25THENPRIN
T"{2 UP}":GOTO9GGG
INPUT"#{RIGHT}ROWS IN
{SPACE} IMAG2 (1-25) ";N2
: IFN2<1ORN2>25THENPRIN
T"{2 UP}":GOTO9GGG
INPUT"NUMBER OF FRAMES
(2-99) ";NS: IFNS<2ORNS>
99THENPRINT"{2 UP}":GO
709618
NS=NS-1
OS=G:INPUT"FRAME OFFSE
1" ;0SS: IFVAL (OS$) >990R
OS<OTHENPRINT"{2 UP}":
GoTO9G15
9416 OS=VAL(OS$) :RETURN
19668 GOTO1AG
MORPH.ML
CO00:EE
CG08:65
CG10:D0
CO38:85
C640:4C
C648:86
C950:64
CG58:A8
CO6G:F9
C@68:EFC
CO70:06
CO78:4A
C@80:AD
C688: 63
C696:4B
CO98:4E
COAG: 63
CGOA8: 07
C6DG:3D
C@D8: 46
CGEG: 63
COE8:FE
COFG:18
COF8:A5
C1GG6:FE
C168:6D
C110:BD
C1l18:Bl
C126:01
C128:66
C13G0:FE
C138:91
C140:FE
C148:C@
C150:C@
C158:C@
C166:CG
49
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OCTOBER 1993 COMPUTE
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PROGRAMS
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C196:76
C198:96
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C1A8:DB
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C1B8:1¢0
C1CG: 38
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Tom Zdanowicz is a 26-year-old film
and video major at Phillips Junior Col-
lege in Daytona Beach, Florida. When
he's not at the beach, he enjoys writing
software to prove the 64 can still keep
up with the times.
MENU MAKER
By Rizwaan Ahmed Khan
Have you ever loaded a disk directory
and been confused by what you see? Alll
the program names, filenames, and da-
ta files can be confusing unless you use
them every day. Does this program actu-
ally run, or is it a data file for another pro-
gram? If you're fed up searching clut-
tered disk directories for programs, then
you need Menu Maker.
This program for the 64 creates a
menu from which you can boot pro-
grams, You specify the program names
you want to appear on the menu, and
Menu Maker does the rest.
Typing It In
Menu Maker is written entirely in BA-
SIC. To help avoid typing errors, enter
it with The Automatic Proofreader. See
“Typing Aids” elsewhere in this sec-
tion. Be sure to save a copy of the pro-
gram before you try to run it.
Getting Started
When you run Menu Maker, you'll be
asked for the filenames of programs
that you want to appear on your disk
menu. At this point, make sure that you
know the program filenames and that
the desired disk is in the drive.
Enter all the filenames that you'd nor-
mally use to boot a program. Enter on-
ly the name of any boot programs. Do
G-34 COMPUTE OCTOBER 1993
not include any secondary programs
or data files. Remember, the whole
point is to keep your disk menu unclut-
tered for easy use.
When you have finished entering file-
names, enter an asterisk (*) to quit.
Once again, make sure that the de-
sired disk is in the drive. Menu Maker
will modify itself and save a new ver-
sion to your disk under the filename
MENU.
Once the process is complete, the
READY prompt will appear, but your
64 will be locked up. Simply reboot it.
To make use of the new menu, simply
type LOAD “MENU",8, 1 and press Re-
turn. The menu program will load and
run automatically.
You'll then see a menu of the file-
names that you entered. To select a pro-
gram, highlight the desired program
with the cursor keys or with a joystick
plugged into either port. Run the high-
lighted program by pressing Return or
the fire button.
Should you want to add additional
programs to the menu at a later time,
simply rerun Menu Maker. It will create
a new version of the menu and delete
the old one.
MENU MAKER
HJ 6 GOTO6G1: REM COPYRIGHT 19
93 - COMPUTE PUBLICATIONS
INTL LTD
F=@:DIMNS (50) : PRINT" {CLR}
":POKE53281,0:POKE53286,2
2J=56320:K=56321
Q=126:W=125:E=254:R=253:Y
=111:U=239:PRINTCHRS (142)
: PRINTCHRS (8
X$="{CYN}{RVS}{16 SPACES}
"sYS="{OFF}{16 SPACES}{6}
"
GQ 5
BK 6
XD 7
SQ 9 DATA,"{CYN} {RVS}
{16 SPACES}","{RVS}{CYN}
{16 SPACES}"
196 READNS(F) :IFNS(F)="*"TH
ENB=F-3:NS$ (F) =X$:F=F+1:
NS (F) =X$:GOTO266
F=F+1:GOTO19G
PRINT" {HOME} {13 SPACES}
{YEL}{RVS}AUTO LOADER":
POKE198,9:L=1:0PEN15,8,
15,"I":CLOSE1LS
PRINT"{5 DOWN} {5}{40 P}
"
PG
FX
XK
195
200
KG 216
XE 215 PRINT"{4 DOWN} {5}>{40 yY}
"
PRINT" {6 DOWN}";"¢3} US
E CURSOR KEYS OR JOYSTI
CK TO SELECT"
PRINT" {DOWN} {5 SPACES}P
QQ 216
EH 217
DQ
KG
SK
PH
FR
RH
FK
PS
JF
ME
cq
JA
EA
BB
HE
QM
PM
BE
MQ
RQ
QG
RQ
230
235
249
245
250
255
465
41g
415
456
455
466
476
5086
565
516
606
661
602
663
604
605
696
667
608
615
626
622
RESS 'RETURN'
TO LOAD."
PRINT" {HOME} {5 DOWN} {6}
"SISL
PRINT" {DOWN} {7 RIGHT}
$6>"FNS (I) ;YS:L=I:IsI+1
PRINT" {7 RIGHT}";NS(I);
Y$:IsI+1
PRINT" {7 RIGHT}{RVS}
{YEL}";N$ (I) ;Y$:BS=NS (I
):IsI+l
PRINT" {7 RIGHT} {6}";NS (
I) ;¥$:I=I+1
PRINT"{7 RIGHT}";NS$(I);
Y$:I=I+1
IFPEEK (J) =QORPEEK (K) =ET
HENIFL<>1THENL=L-1:GOTO
236
IFPEEK (J) =WORPEEK (K) =RT
HENIFL<>BTHENL=L+1:GOTO
230
IFPEEK (J) =YORPEEK (K) =UT
HEN5@@
GETAS$: IFAS="{DOWN} "THEN
IFL<>BTHENL=L+1:GOTO23G
IFAS="{UP}"ORAS="
{RIGHT } "THENIFL<>1THENL
=L-1:G0T0236
IFAS=CHRS (13) THENSGG
GOTO465
L=L+2: PRINT" {BLK} {CLR}
{HOME} LOAD"; CHRS$ (34) ;NS
(L) ;CHRS (34) ;",8,1":PRI
NT"{4 DOWN}RUN"
PRINT" {HOME} {11 DOWN}
{9 RIGHT}{PUR}LOADING :
{CYN}";N$(L) ;"{BLK}"3P
RINTCHRS (9)
POKE631,19:POKE632,13:P
OKE633,13:POKE198,3:END
POKE1624,18:POKE1625,1:
POKE1626,11:POKE1627,8:
POKE1628,1:POKE1629,14
L=15:C=9
PRINT" {CLR} {YEL} {DOWN}
MENU MAKER": POKE53281,9
: POKE53286,8
PRINT"{DOWN} BY {RVS}R.
A. KHAN": [FX=1THEN626
PRINT"{2 DOWN} PRESS '*
' TO STOP":PRINT" TYPE
{SPACE}IN FILENAME": INP
UTAS:LS=L$+AS+","
PRINT" {BLK}";:C=C+1:IFA
$="*"THENX=1:GOT0607
IFC<>4THEN662
G=LEN (L$) :LS=LEFTS (LS,G
-1) :PRINT" {CLR} {HOME}";
L;"DATA";L$:L$=""
PRINT"L="L"+1:X="X":GOT
0692"
POKE631,19:POKE632,13:P
OKE633,13:POKE198,3:END
PRINT" {CLR} {HOME}@ POKE
776,131:POKE771,164":PR
INT"GOTO 630"
POKE631,19:POKE632,13:P
OR 'FIRE'
OKE633,13:POKE198,3:END
POKE198 ,6:C=600:Q=C+1G
PRINT" {CLR} {HOME }";
PRINT" {YEL}";C:C=C+1:1F
C=QTHENPRINT" {BLK}C="C"
:Q=C+16:"; :GOTO634
GOT0632
PRINT" IFC=649THENPOKE19
8,9:RUN99G0"
PRINT" {2 DOWN}GOTO631":
GOT0636
POKE631,19:FORJ=632T064
4:POKEJ,13:NEXTJ:POKE19
8,13:END
BQ 9899 END
PG 9906 OPEN15,8,15,"I":CLOSE1
5:0PEN15,8,15,"S@:MENU
"3CLOSELS
PRINT"{CLR}{12 DOWN}
{12 RIGHT}BOOTING MENU
"
POKE776,113:POKE771,16
8: POKE43,0:POKE44,3:SA
VE"MENU", 8: END
CR 636
KE 631
QA 632
MS 633
AE 634
EH 635
AS 636
FQ 9965
AE 9919
Rizwaan Ahmed Khan lives in
Taihape, New Zealand.
REDI-RITER 128
By Robert Nellist
The elaborate features of commercial
word processors are great if you use
them every day, but occasional writers of-
ten forget many of the complicated com-
mands. Many times you have to pull out
the instruction manual before you can
write and print a simple document. As a
consequence, many letters either never
get written or are banged out on an old
typewriter.
If you can identify with the above par-
agraph, Redi-Riter 128 is just for you. It's
asimple-to-use word processor written en-
tirely in BASIC 7.0, but you will need an
80-column monitor. To help avoid typing
errors, enter Redi-Riter 128 with The Au-
tomatic Proofreader; see “Typing Aids”
elsewhere in this section. Be sure to
save a copy of the program before you
try to run it.
Starting to Write
Redi-Riter 128 loads in about two sec-
onds from a 1571 drive. The com-
mands are constantly displayed at the
top of the screen, so there’s seldom a
need to refer to the instructions. This is
a true WYSIWYG word processor with
word-wrap and fast typing response.
All you have to do is select a margin
and start typing.
Since your letter prints line by line,
it'll be ready for signing and mailing the
instant you finish typing it. Just make
sure your printer is ready when you
start to write. Best of all, Redi-Riter 128
provides some welcome options that
are usually lacking in the more elabo-
rate word processors.
Unusual Features
There are four quick-set options avail-
able to you. An Option Status Bar, lo-
cated just above the line numbers,
provides important information such as
when you can select an option and
which one, if any, is in use. Only one op-
tion can be in effect at any given time.
The Tab key activates a paragraph
indent. This option indents the first line
of a paragraph, and the option stays in
effect until you turn it off.
Ctrl-C selects single-line auto center-
ing, and Ctrl-R selects single-line right
justification. Single-line options accept
six fewer characters than normal lines
and must be ended by a Return. To se-
lect any one of the above options, be
sure the Option Status Bar reads OK to
select. You can then issue an appropri-
ate command.
There is one more option that won't
be used much for letter writing but is
great for an outline, list, or index. This
feature lets you lock in a left margin in-
dent of up to 20 characters.
To activate it, first make sure the Op-
tion Status Bar is clear and then press
the space bar up to 20 times to posi-
tion the cursor at the desired indent.
The Option Status Bar will help you by
displaying the indent count. When you
have defined the indent, press Ctrl-
Tab to lock it in.
A document can contain as many dif-
ferent indents as you desire. To
change the indent, you must turn off
the option (see below) and then repeat
the above procedure.
Pressing the Esc key immediately fol-
lowing a Return will turn off any option
and permit another to be selected. (Sin-
gle-line options are automatically
turned off when you press Return.) The
Esc key will also cancel any option you
may have chosen accidentally, as
long as you use it before typing.
Form feed occurs automatically after
55 lines or whenever Ctrl-F is pressed
immediately following a Return. Each
line is numbered on the screen, so
you'll always know where you are. A
warning tone will sound for each of the
last three lines on a page.
Limitations
Since each line is printed out as soon
as it is completed, corrections must be
made prior to printing. A beep warns
you that a line will print after four more
keypresses. When you hear this, it's a
good idea to double-check the current
line for errors.
You can go back and correct any er-
rors by pressing the Inst/Del key and re-
typing the remainder of the line. Just
as with a conventional typewriter, Redi-
Riter 128 won't be able to save your
document to disk or make duplicate
printouts. Save that job for your regu-
lar word processor.
Customizing
Its ease of customizing is one reason |
like BASIC. CHR$(12) is an almost uni-
versal printer command for form feed.
If you have a form-feed problem, you
can change this command in lines 110
and 470 to whatever command your
printer requires. If you want the pro-
gram to issue any whole-document
printer commands (such as for NLQ),
you can enter them in place of the
REM statement in line 80. For example,
to put my Panasonic printer in its NLQ
mode, line 80 would read as follows.
PRINT#2,CHR$(27)CHR$(120)CHRS(1)
Miscellaneous Memoranda
Return is used to end paragraphs and
the single-line options. You can also
use it to create blank lines or to add
more space at the top of a document.
Press Ctrl-T to close the printer and
end the program. If you have a docu-
ment to send to the printer, be sure to
use Ctrl-F first to issue a form feed.
REDI-RITER 128
BM
REM COPYRIGHT 1993 - COMP
UTE PUBLICATIONS INTL LTD
- ALL RIGHTS RESERVED
MM 16 CLR:FAST:DIMAS (8G) :N=1:L
=1:SP=1:COLOR5,1:COLOR6,
16: FORX=1T039:PS=PS+"*":
NEXT
AQ 20 SY¥S49474:SYS65520,,6,20,
@:PRINT"* * *{2 SPACES}R
EDI-RITER
OCTOBER 1993 COMPUTE G-35
PROGRAMS
a IN Se IE ESTES EE EEE
AA
AD
MD
CI
DA
AA
HX
EP
XJ
HB
G-36
36
46
56
60
76
84
96
168
110
126
136
146
158
166
176
186
198
200
216
226
236
{2 SPACES}1 2 8
{2 SPACES}* * *"
$YS65520,,18,17,0:PRINT"
PLEASE ENTER A MARGIN VA
LUE BETWEEN 3 AND 26 ";:
INPUTM:LS=M:LM=M: RS=81~(
LM+M) : IEM<30RM>26THEN3@
PRINTCHRS (14) CHRS (147) "R
ETURN = END PARAGRAPH"SP
C(5)"CTRL-T = QUIT"SPC (6
)"INST/DEL = CORRECT IN
{SPACE}CURRENT LINE"
PRINT"CTRL-TAB = LOCK IN
DENT AT CURSOR, POSITION"
SPC(5)"TAB KEY = AUTO PA
RAGRAPH INDENT": PRINT"CT
RL-C = CENTER 1 LINE"SPC
(5) "ESC KEY = OPTION CAN
CEL"SPC (4);
PRINT"CTRL-R = RT.JUSTIF
Y 1 LINR":PRINT"BEEP = N
EAR END OF LINE"SPC(4) "7
ONE = NEAR END OF PAGE"S
PC(4)"CTRL-F = FORCED FO
RM FEED"
OPEN4,4,7:0PEN 2,4:SYS52
591:WINDOWS,4,79,24:PRIN
T
REM:YOU CAN ENTER YOUR P
RINTER'S SPECIAL COMMAND
(S) HERE (SEE INSTRUCTIO
NS) é
FORX=NTORS: TRAP550: 1FX=R
S-3THENSOUND1,7000,10
IFX=NANDL>52THENPLAY"V1
O4TGU9X0B"
IEL=56THENPRINT#2,CHRS (
12) :L=1:PRINTTAB (LM) PS
IFRT=1LANDC=1THENX=RS:LS
=LS+4:RS=RS-4:RT=:GOTO
426
IFX=1THENS=0:SP=1:SYS51
794:GOSUB500
IFX<N+2ORA$ (1) =CHRS (32)
ANDB=GANDC=@THENGOSUB51
8
A$ (X) ="":GETKEYAS (X) :1=
ASC (AS (X)) : IFI=34THENI=
39:AS (X) =CHRS (39)
IFX=1THENBEGIN
IFR=1ANDI=32THENI5O
IFI=27THENX=RS:LS=M: LM=
M:RS=81~-(LM+M) :RT=6:C=0
:B=0:R=0:GOT0426
IF I=9ANDB=GANDC=OTHENC=
1:RT=1:BS=" PAR. INDENT
{SPACE}ON ":GOTO12¢
IF I=3ANDB=G@ANDC=OTHENB=
1:LS=M+INT (RS/2) :BS="_C
ENTERING ON{2 SPACES}":
GOTO13¢
IFI=18ANDB=GANDC=OTHENB
=2:LS=M+RS-1:B$="_RT.JU
STIFY ON ":GOTO130
BEND: IFI=6ANDB=9THENL=5
6:GOTO110
IFI=24ANDB=@ANDC=GANDSP
COMPUTE OCTOBER 1993
AQ
FQ
KG
XJ
JE
CH
RB
BA
HS
FG
HR
QP
JK
EE
FQ
FD
Qs
AE
Gs
EC
QB
246
256
260
270
280
299
308
3108
326
330
340
350
366
376
3868
396
400
410
420
436
440
453
463
476
489
499
508
5190
=XANDX>1ANDX<22THENC=2:
LM=M+X~1:X=RS:LS=LM:RS=
81-(LM+M) :BS="INDENT LO
CK ON ":N=1:GOT042G
IFI=32THENS=G@:SP=SP+1
IFI=2GANDX>1THEN320
IFI=3GANDX=1THEN43G
IFI=30THENS=@:RS=X-1:GO
SUB440:GOT0430
IFI=13THENAS (X) =CHRS (95
) :I=95:GOTO309
IFI<320RI>96ANDI<1930RB
>GANDX>RS-6THEN150
IFB=1ANDX/2<>INT (X/2)OR
B>@ANDI=95THENLS=LS+1
IFB>@THENCS=CS$+AS (X) :LS
=LS-1:SYS51794:GOSUB5G6
: PRINTCS$; :GOTO0360
PRINTAS (X) ; : IFI=20THENB
EGIN
ITEB=1ANDX/2=INT (X/2) THE
NLS=LS-1
IFB>@THENLL=LEN (C$) -1:C
$=LEFTS (C$,LL) :LS=LS+1
BEND: X=X-2:S=S-1:SP=Sp-
1:GOT0420 |
IFI=95THENBEGIN:CS$="":B
=@:N=1:S=@6:RT=1:L=L+1
IFX=1THENX=RS: PRINT#4:L
S=LM:RS=81~(LM+M) :R=0:P
RINT:GOTO426
BEND: RS=X~1:GOSUB446:X=
RS: GOTO426
IFX=RSANDS=GORX=RSANDI>
4O0ANDI<48ORX=RSANDI>S7A
NDI<6GORX=RSANDI=330RX=
RSANDI=63THENS=@: GOSUB4
40:N=1:L=L+1:R=1:GOT042
G
IFX=RSTHENGOSUB440:N=S+
1:L=L+1:GOT0426
S=S+1
NEXT: GOTO9@
CLOSE4:CLOSE2:SYS52639:
PRINTCHRS (142) CHRS$(19)C
HRS (19) CHRS (147) :END
R=0:FORZ=1TORS-S:IFZ=1T
HENPRINT#4,""SPC (LS) ;
PRINT #4,AS (Z) ; :NEXT: J=1
PRINT#4: IFS=GTHENPRINT:
LS=LM:RS=81-(LM+M) :RETU
RN
FORY=1T0S: PRINTCHRS (29)
; 3NEXT: IFL=55THENPRINT#
2,CHRS$ (12): PRINT: PRINTT
AB (LM) P$;:L=G
PRINT: PRINTCHRS (18) L+1C
HRS (146) CHR$ (157) TAB (LM
i
FORV=RS~(S-1)TORS:AS (J)
=A$ (V) :PRINTAS (J) ;:J=J+
1:NEXT:LS=LM: RS=81-(LM+
M) : RETURN
PRINTCHRS (18) LCHRS (146)
CHR$ (157) TAB (LS) ; :RETUR
N
SYS65528,,,,1:RREG,G,H:
IFB=GANDC=GANDR=GTHENBS
=" OK TO SELECT
{2 SPACES}":ELSE54@
IFX>1THENBS="_DO NOT SE
LECT{3 SPACES}"
IFX>1ANDX<22ANDSP=XTHEN
BS="INDENT COUNT"+STRS (
X-1) +CHRS (32)
PRINTCHRS (19) CHRS(18)BS
CHRS (146) ;:SYS65526,,G,
H,@:RETURN
IFER=36THENRESUME:ELSEP
RINT: PRINTERRS (ER) EL:ST
op
QJ 526
QF 536
SR 546
RE 550
Robert Nellist, the author of Ancestry
(January 1993), is an avid letter writer.
He lives in Brockport, New York.
DOUBLE DUB 1541
By Daniel Lightner
With this utility program and two 1541
disk drives, you can make duplicate cop-
ies of any disk that doesn't contain copy
protection.
Double Dub 1541 is written in machine
language, but it loads and runs like a BA-
SIC program. To enter it, use MLX, our ma-
chine language entry program. See “Typ-
ing Aids” elsewhere in this section. When
MLX prompts, respond with the following
addresses.
Starting address: 0801
Ending address: 0D58
Be sure to save a copy of the program
before you exit MLX.
Copying Disks
When you run Double Dub 1541, it
prompts you to place the source disk
in disk drive number 8. This is the disk
that you wish to copy. Place the disk in
drive 8 and press the space bar. At
this point Double Dub 1541 reads the
disk name and ID.
It then prompts you to place the tar-
get disk in drive 9. Put a blank disk in
drive 9 and press the space bar.
There is no need to use a formatted
disk. Double Dub 1541 automatically for-
mats the disk for you and copies the
contents of the disk in drive 8 to the
disk in drive 9. The screen will blank
while the actual copying is. taking
place.
The program will inform you when
the copy is complete. You will be
asked if you wish to make more cop-
ies. If you do, tap the Y key. If you
don't, tap the N, and Double Dub 1541
returns you to BASIC.
DOUBLE DUB 1541
0801:0B 68 C8 67
0809:31 96
G811:D8 DB
@819:CC PF
0821:20 @2
9829: 30 a8
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G9A9:08
G9B1:20
G9D9:C8
G9E1:A9
G9FI:AG
GAG1:C8
GAS9:68
GA11:62
GA19:B9
GA21:Bd
G@A29:FF
GA31:6B
GA39:FF
GA41:AG
GA49:CB
GA51:C9
GA81: FE
GA89:FF
GA91:85
GA99:62
@AA1:D@
GAA9:C3
GAB1: 4G
GABO:FF
GAC1:DG
GAC9:85
@AD1:65
GAD9:DG
GAE1:Bl
@ARO:FF
GAF1:FF
GAF9:FF
@RG1:9C
@BGO9:F5
@B11:C9
@B19:4C
GB21:08
OB29:FF
@B31:01
GB39:A9
OB41:FF
GB49:AG
9B51:09
GB59:FF
9B61:8D
9B69:18
@B71:93
GB79:20
0B81:6F
0B89: GF
@B91:BD
@B99:G2
@BA1:2A
@BA9:BD
GBB1:B4
GBB9:BG
GBC1:Bd
GBC9:B4
GBD1:B4
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GBE1:FO
G@BE9: G2
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69
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60
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Daniel C. Lightner is a prolific program-
mer who lives in Sidney, Montana.
EXPLORER 64
By Michael Bolin
You look around furtively, hoping to see
a passage through the tangled mass of
rocks and trees. Suddenly you spy a
opening in the bushes. You dash
through it and pounce on the yellow
stone lying on the ground. There! You've
finally managed to recover that jewel.
Now it’s time to explore another maze to
find the next jewel.
Explorer is a one-player game for the
64 written entirely in machine language.
To enter it, use MLX, COMPUTE's ma-
chine language entry program. When
MLX prompts, respond with the following
addresses.
Starting address: COOO
Ending address: C98F
Be sure to save a copy of the program
before you exit MLX.
OCTOBER 1993 COMPUTE G-37
PROGRAMS
SE a TES ES IS TTL ORE
Into the Maze
Load Explorer with the ,8,1 extension
and then run it by typing SYS 49752.
You'll be presented with a menu. Use
a joystick plugged into port 2 to move
the green arrow up and down the
menu. Press the fire button to select
your option.
The first time you select Play from
the menu, don't be surprised if you see
a window filled with gray @ symbols
and reversed Commodore B charac-
ters, This is because these characters
normally are in memory after you turn
on the computer.
You'll also see a purple diamond in
the center of this window. This dia-
mond indicates the position of your ex-
plorer. You can move the diamond
across a huge map.
The two numbers in the upper left of
the screen indicate your explorer’s stat-
us. If either of these numbers reaches
0, the game is over.
On the map, you may encounter char-
acters that raise or lower your statis-
tics. Other characters will stop your
movement completely, kill you on
touch, speed you up, slow you down,
or slow you only when you are touch-
ing them. If you touch a certain char-
acter, your player collects the jewel
and wins the game. To exit a game,
pull down on the joystick and simulta-
neously press the fire button.
Other Menu Selections
If you select Edit from the menu, a win-
dow twice as large as the playing win-
dow will appear with a purple diamond
in the center. This will let you design
your own screens to explore.
All 256 characters in the character
set appear in the upper left of the
screen. One of the characters (usually
the ball) will be highlighted. Use the
joystick to move around the map.
Press the fire button to place the high-
lighted character on the screen be-
neath the cursor.
In the editing mode, press Q to se-
lect a different character. This shifts
joystick control from the playing
screen to the character table. You can
now move the joystick to select differ-
ent characters. Then, when you press
the fire button, that character will ap-
pear onscreen. If you hold down the
fire button while moving the joystick,
G-38 COMPUTE OCTOBER 1993
you can place a continuous string of
characters onscreen.
Press Q again and notice that the cur-
sor stops blinking. You can now
change character color by pressing
the back-arrow key. Notice that all like
characters onscreen will change to the
new color. You can return to the menu
at any time by tapping the A key.
Stop, Go, Destroy
From the editor screen, press the
space bar to change the attributes of
the highlighted character. You have a
choice of eight possible actions that
will occur whenever your game charac-
ter makes contact. You can choose to
stop movement, reduce food, reduce
life, disappear, destroy, speed up,
slow down, or slow temporarily. A plus
sign following the action name indi-
cates that it's active; a minus sign
means that it's turned off. Press the ap-
propriate number key to toggle the
plus and minus signs. Press A when
the character is the way you want it.
Select Save from the menu to save
your current game. The program will
ask for a filename. The character attrib-
utes are saved along with the map.
The map is huge, so be sure you have
at least 93 blocks free on your disk.
Select Load to load a previously
saved game. When the game prompts
you for a filename, insert the disk on
which you have saved a game, type in
the filename, and press Return. You
can then play the game or edit it.
Quit returns you to BASIC, but you
may return to the game by typing SYS
49152. Since the game resets an impor-
tant BASIC pointer, it's better to reset
the computer when you've finished.
More Control
When you have designed a game, se-
lect Quit from the menu. You can now
select the character that you need to lo-
cate to win. Select this character by en-
tering POKE 51550, character. For the
designated character, enter any of the
Commodore screen characters.
Here are some other POKEs to alter
gameplay. Remember to enter values
between 1 and 255 when poking num-
bers for speed, food, and life.
Starting speed: POKE 51547, speed
Starting food: POKE 51549, food
Starting life: POKE 51548, life
/
Character to increase food: POKE
51582, character
Character to increase life: POKE
51583, character
Character that appears when you hit a
character that has the Disappear op-
tion on: POKE 51572, character.
When you've finished customizing
your game, type SYS 49152 to return
to the action.
Design
To construct interesting adventure
screens, you need to use the right
characters and colors. For example,
change the cursor color to green and
then press Shift-Q to make symbols for
a forest. The following key and color
suggestions should help.
Water: blue reverse Space
Path; brown Commodore key-+
Bricks: red reverse Shift-@
Lava: pink Shift-V
Plain: yellow semicolon (;)
Field: green Shift-3
Explorer is compact, using only 2448
bytes of memory at 49152 ($C000), but
it gives you an infinite number of
games—thanks to its editor. It's fun to
create a great adventure and then let
someone who hasn't seen it play it.
EXPLORER
C66G:A9 6G 8D C6 C6 8D C7 C6 37
C608:206 5B FF A9 4B 8D C5 C6 ED
CG1G:A9 42 85 38 AD GA 8D 59 15
C@18:C9 8D 5A C9 A2 G4 BE 88 94
CG026:62 CA CA 8E 206 DO CA 8E FF
C@28:86 62 CA 8E 21 DG CA 8E 26
CG36:8A 62 8E 91 G2 A2 EC AG 77
C638:C8 26 84 C6 20 NB CB 4c 61
C04G:99 C5 AD 5B C9 8D C5 C6 42
CGO48:A9 G1 8D 86 62 20 44 E5 F7
C@5G:AD 5D C9 8D 75 C8 AD C6 G3
C@58:C6 18 69 63 8D C6 C6 AD 63
CG6G:C7 C6 18 69 63 8D C7 C6 BS
CG68:A9 FF 8D 76 C8 AQ GB 8D 52
C@76:57 C9 AD C5 C6 8D 58 C9 49
CGO78:A9 G5 8D 59 C9 8D 5A C9 SA
C@86:AD 5C C9 8D 6D C8 246 £3 B4
C@88:CG A2 68 AG C9 26 84 C6 C7
CO9G:A2 66 AB OS 18 26 FO FF EA
CG98:A9 GG AE 6D C8 26 CD BD BB
CGAG:A2 G1 AG G5 18 26 FO FF 3B
CGOA8:A9 OG AE 75 C8 26 CD BD 4c
CGBG:206 5A Cl 26 78 C6 AD 57 A4
C@B8:C9 C9 Gl FO 11 C9 G2 DB 45
CA@CO:C5 A2 Bl AG CB 26 84 C6 A4
C@C8:28 DB CG 4C 68 CG A2 77 2E
C@DG:AB C8 26 84 C6 24 DB CH 5G
CGD8:4C-G8 C@ AD @G DC C9 7F FB
COEG:FO
WON FWOANWINADABDOAAUN
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C1EO:708
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C206:AD
C268:62
C219:Cl
C218:9E
C220:71
C228:8D
C236:DG
C238:62
C248:C8
C248:C9
C256:C3
C258:63
C266:62
C268:9C
C27G6:B9
C278:06
C286:63
C288:29
C298:9C
C298:B9
C2AG:14
C2A8:8D
C2B9:63
C2B8:94
C2C@6:C6
C2C8:87
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75
66
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@2
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C318:FE
C3206:8D
C328:58
C338:C6
C338:AD
C34G:FG
C348:8D
C350:C6
C358:5A
C3698:D9
C368:61
C376:C8
C378:A9
C386:66
C388:A5
C396:29
C398:FG
C3AG2A5
C3A8:FG
C3BG:C3
C3B8:C3
C3CG:68
C3C8:4C
C3DG:C4
C3D8:13
C3E@:C7
C3E8:C6
C3FG6:21
C3F8:26
C480:C7
C4G8:AD
C410:C6
C418:F6
C429:4C
C428:64
C430:F4
C438:46
C446:C9
C448:C9
C456:C9
C458:DG
C466:20
C468:A9
C470:CE
C478:C7
C486:23
C488:28
C496:C8
C498:86
C4AG:8D
C4A8:84
C4BG:CD
C4B8:DE
C4CG:85
C4C8:85
C4DG:25
C4D8:91
C4EG: 06
C4E8:9E
C4FG:00
C4F8:C5
C56G6:2A
C568:3c
C516:4E
C518:608
C526:8D
C528:4C
C53G:A9
C538:A9
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99
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cs
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26
C540:86
C548:B4
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C558:18
C566:2B
C568:C5
C576:G5
C578:C4
C586:26
C588:AC
C596:99
G598::'c3
C5AG:A9
C5A8:A9
C5BG:C6
C5B8:C9
c5cG:4C
C5C8:C9
C5DG6:91
C5D8:FB
CSEG:EFO
C5E8:A5
C5FG:C3
C5F8:C9
C66G:C9
C668:01
C619:2G
C618:C6
C626:26
C628:42
C630:9D
C638: 46
C64G:20
C648:AG
C656:AB
C658:88
C66G:E5
C668:G1
C679:68
C678:AE
C688:CA
C688: 8E
C69G:6C
C698:8E
C6AG: 60
C6A8:60
C6BG:6D
C6B8:41
C6C@:51
C6C8: GF
C6DG6:GF
C6D8:6F
C6E0:6F
C6E8:6F
C6FG:GF
C6F8:6F
C700:0F
C768:G6F
C716:0F
C718:6F
C720:6F
C728: 0F
C730:0F
C738:6F
C740:6F
C748:6F
C750:6F
C758:6F
C760:0F
C768:6F
C5 4C BE C4 AQ 2B
64 A9 68 26 86 C5
C4 A9 2B 8D DC 04
26 86 C5 4C BE C4
8D 64 65 AD 26 20
4C BE C4 A9 2B 8D
AQ 4G 26 86 C5 4c
AQ 2B 8D 54 G5 AQ
86 C5 4C BE C4 85
49 9D B9 48 9C 45
48 9C 68 85 C6 4c
A2 AO AG C6 20 84
6B 85 FB AS 64 85
1F A@ 6G 91 FB 20
AD @@ DC C9 7D FG
7E FQ 20 C9 6F FG
A8 C5 4C A8 C5 AS
AB FG F7 A9 20 AG
FB A5 FB 18 69 28
4c C3 C5 A5 FB C9
El AG 6G AD 26 91
FB 38 E9 28 85 FB
C5 A5 FB C9 AB FG
83 FG 13 C9 5B FO
33 FG 11 4c 42 co
8D 86 G2 4c 44 E5
C6 4C 37 C6 AO G6
C6 8D C7 C6 4c 4c
46 C6 AQ F2 85 FB
85 FC A9 FB A2 46
20 D8 FF 4C G8 CO
C6 AI BG A2 F2 AG
D5 FF 4C 68 CO A2
C8 26 84 C6 20 6G
96 BO GG G2 FG 46
C9 C8 DG F5 CG a6
C@ 11 BO El 98 48
A2 G8 AGB OO 20 BA
A2 80 AG C9 4C BD
C5 C6 AG GO 88 DO
DO F8 6G 8E 8D C6
C6 AG GG BO FF FF
20 D2 FF C8 DO F5
C6 4C 8C C6 6G 18
95 0G BO G1 60 F6
1B 93 9F 58 4c 41
45 44 49 54 BD 4c
44 GD 53 41 56 45
55 49 54 G8 66 2G
GF GF OF GF OF OF
OF OF GF GF OF OF
OF GF OF OF GF GF
GF GF OF GF GF GF
OF OF OF OF GF GF
OF GF GF OF GF GF
GF GF OF OF GF OF
OF GF GF OF GF GF
OF GF OF OF OF OF
GF OF GF GF GF OF
OF GF GF GE GF OF
OF OF GF GF GF OF
OF OF GF GF OF GF
OF OF GF GF OF GF
OF GF OF GF GB GF
OF GF GF OF GF OF
OF GF OF GF GF OF
OF OF GF OF GF OF
OF GF OF OF OF GF
OF OF OF GF GF OF
OF GF GF GF OF GF
OCTOBER 1993 COMPUTE
G-39
PROGRAMS
C776:6F
C778:0F
C786:0F
C788:GF
C79G6:0F
C798:6F
C7AG:6F
C7A8:GF
C7BG:6F
C7B8:GF
C7CO:GF
C7C8:51
C7D0:4E
C7D8: 43
C7EG: 26
C7E8:4F
C7FG:32
C7FB8:45
C88G6:33
C8G8:45
C810:0D
C818:58
C826:35
C828:4F
C830:53
C838:58
C840:4F
C848: 26
C850:57
C858:52,
C866:06
C868:41
C876:08
C878:93
C880:45
C888: 29
C890:45
C898:54
C8AG:4C
C8A8B: 20
C8BG: 06
C8B8:41
C8CO:45
C8C8: 28
C8DG:4E
C8D8:45
C8EG:45
C8E8: 4B
C8FG:20
C8F8:48
C960: 26
C908:45
C914: 26
C918:6D
C928:54
C928:48
C930:26
C938:53
C94G6:4E
C948:47
C959:52
C958:69
C969:65
C968:26
C9703 26
C978:00
C98G:96
C988:96
GF
OF
OF
OF
OF
OF
OF
OF
OF
OF
OF
52
41
6a
53
4E
44
4F
44
46
49
53
53
36
53
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53
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48
4c
20
4F
45
45
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55
55
26
52
45
26
4E
93
26
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26
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26
4D
44
57
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Michael Bolin lives in Rockwell, lowa.
G-40
i
COMPUTE OCTOBER 1993
TYPING AIDS
MLX, our machine language entry
program for the 64 and 128, and
The Automatic Proofreader are util-
ities that help you type in Gazette pro-
grams without making mistakes. To
make room for more programs, we
no longer include these labor-saving
utilities in every issue, but they can
be found on each Gazette Disk and
are printed in all issues of Gazette
through June 1990.
If you don’t have access to a
back issue or to one of our disks,
write to us, and we'll send you free
printed copies of both of these
handy programs for you to type in.
We'll also include instructions on
how to type in Gazette programs.
Please enclose a self-addressed,
stamped envelope. Send a self-ad-
dressed disk mailer with appropriate
postage to receive these programs
on disk.
Write to Typing Aids, COM-
PUTE's Gazette, 324 West Wen-
dover Avenue, Suite 200, Greens-
boro, North Carolina 27408.
ATTENTION
WRITERS
PROGRAMMERS
Gazette wants to purchase and pub-
lish your utiities, applications,
games, educational programs, and
tutorial articles. If you've created a
program that you think other read-
ers might enjoy or find useful, send
it and the documentation on disk to
the following address.
Gazette Submissions Reviewer
COMPUTE Publications
324 W. Wendover, Ste. 200
Greensboro, NC 27408
Please enclose an SASE if you
want to have your material returned.
ONLY
ON
DISK
In addition to the type-in pro-
grams found in each issue of the
magazine, Gazette Disk offers bo-
nus programs. Here's a special
program that you'll find only on
this month's disk.
Bowling Manager
By Tim Rich
Austin, TX
Keeping track of your team's
weekly bowling scores by hand
can be a tedious and time-con-
suming exercise. With Bowling
Manager, you can use the pow-
er of your 64 to keep track of a
team's weekly statistics for an en-
tire season.
Once you've entered the
players’ names, Bowling Manag-
er lets you enter and edit each
bowler’s score by name and
date. You can then see a date-
by-date listing of your team’s per-
formance. All statistical data is
saved to disk for easy retrieval
and editing.
Bowling Manager automati-
cally computes a player's aver-
age, tracks high and low scores,
tracks high and low series, and
more. This is a great program for
any active bowler.
You can have this program,
our PD picks, and all the others
that appear in this issue by order-
ing the October Gazette Disk.
The U.S. price is $9.95 plus
$2.00 shipping and handling.
Send your order to Gazette Disk,
COMPUTE Publications, 324
West Wendover Avenue, Suite
200, Greensboro, North Carolina
27408.